I think you already covered it: GZW specifically the implementation of terminal ballistics. Flight ballistics is the easiest to implement of the three (launch, flight, terminal). Though the next stage in this would be launch/barrel ballistics. Though I doubt those engines will get published due to ITAR restrictions.
Ender's Game reference. Lets go. You know it took almost a decade to find out that Ender's Game was a full series and not just 1 book for me? Have read all of the series several times now =)
Nah, don't give this game your time people. Hella long grind with barely any rewards and some of the worst balance in the business. I got 502 hours in it. Don't do what I did
my professor was telling us how when he was working at a studio and halo released with a 1 button press for grenades, everyone in the industry was dumbfounded
@@amperzand9162 Ah thank you; somehow I didn't think of that very obvious answer. I expected something more complicated, something System Shock sryle haha
the beta(or alpha? don't remember) was so much fun. Never got concrete figures but they changed the movement and how guns pushed you a lot on release, it took so much out of the game.
@@Montauk110 I played a ton in the betas, but as soon as the game launched and it took 10 minutes to find a match, and the match had to be padded with bots cause it will fill, I knew I was a fast sinking ship..
It's a shame too, because I like the art direction of the game too. If you're willing to maintain a suspension of disbelief of how space combat would work, it genuinely felt like the space could be a new front of warfare in the near future or so.
@@DualWieldedEggrolls agreed. The art direction was stunning, to this day I stumble across concept art from it and I'm always astounded by it. As Riloe said, hopefully someone else picks up on it because it's too good to die now.
@@nido5616 I did, it took me about a hundred hours. I'm not particularly skilled at games though, average at best for sure. I'm sure someone could do it in less time
The VR hype train is long gone, but playing HL: Alyx was the sort of child-like wonder experience you talked about, imo. I'm still convinced that one day VR will be the norm, but only when someone figures out how to make using a VR headset as effortless as using a mouse, keyboard and screen. Thanks for the great video!
If the tech can become light weight and performant enough to basically be put on like a pair of glasses or swimming goggles, suddenly it will feel much less cumbersome.
@@802Garageit's not just that, it's the price point and quality of the content. There's only a few vr games that really feel like they're worth playing.
@@floydhopkins7901 Oh fair enough for sure. That's because a studio or publisher has to deem it worthy of sinking a AAA budget into a game with such a limited audience. Such a game would attract more buyers. Catch 22 type deal.
@@floydhopkins7901 It's a snake eating its own tail. Cant have good games if there aren't people to buy them. There are no people to buy them because there are no good games. Yes, there are A LOT of good games, the audience just cant see how EARLY stages vr actually is and demand higher quality than is feasible for the market share of the platform. The platform being a SUPER NICHE and novel does not help it either. PC gaming became a thing because people used PCs already. Console gaming became a thing because it was plug and play.
Glad you covered Hyper Demon. Though it's definitely not for most people, I absolutely adore how obscure yet iconic it is. It's probably my favorite game aesthetically speaking ^^
I love this game but there was a time i RUclips recommended me the world best player on the ranking and watching a few seconds of it messed with my brain so much i got brutally dizzy, and i thought i was going to throw up. I also had a hell of a headache but i got say it anyways: i love the chaotic vibe of this game even playing just minutes of it. And devil daggers rules too.
Superhot is amazing! It’s mechanics are almost SO unique that I they become their own category of game itself- same reason I didn’t cover my favorite game of all time, Portal
Superhot is an absolut banger but im still dissapointed at how short it was, with those mechanics and all the different ideas they threw in the mix (+ some new ones) they could have easily made the game 3-4x its lenght the game just left me hungry for WAY more
@@harrison.kaiser i suppose it's so specific that it's hard to take the idea from it and not do something so similar that you would be seen as a rip off.
Damn all that heartbreaking early Boundary footage. Somewhere on another timeline, It's the biggest fps to launch in the last 5 years and is PACKED with players.
That's how I feel about Lawbreakers tbh. It wasn't particularly innovative, it just perfected basically everything that makes a hero shooter fun. Particularly maps, movement and game modes.
@@Scroolewse What is with the rose-tinted glasses that people have for Lawbringers? It wasn't the worst game ever, but it had major balancing issues with a less interesting cast than Overwatch (at the time). It was a clear loser in comparison to its' opposition and still wouldn't be fun today, the Quake movement characters and characters with 1-shot-kill weapons were OP, end of story, and the game got boring fast because of that poor balancing scheme. Funni Claptrap ball was cool, but the game was NOT *anything* perfected...
This. If memory serves, they only transitioned to using Frostbite for the sequel/soft reboot, Catalyst - And this change was partially blamed for why that game was kind of disjointed and not as good.
Im really surprised that THE FINALS by Embark Studios wasnt covered in this, the completely destructible maps and environment is the core of the game and really adds a layer of depth and skill expression that really cant be compared to other first person shooters
@@Sp4rkofD4rk I believe they created new systems over the course of 3 years to get the full-level destruction functioning properly and with the level of optimization that it has
Imo, Siege did it best. Even though it doesn't have the global destructibility or physics of The Finals, the way the Finals did it made it far less predictable and therefore harder to use to your advantage. Siege is a game entirely focused on this mechanic, and so they even got to the point of stripping movement down so it could shine more as a central point of their design. No hate btw, I also love The Finals but I often found myself having to react to my own destruction just as much as my opponents. The way I see it is Siege's destruction is like a multitool whereas The Finals' is a shotgun - you point and you destroy.
FYI Marathon was only the first to do "mouselook" in the sense of aiming up and down. Doom had a control scheme for aiming with the mouse and encouraged people to try it right in it's manual.
There were plenty of games that used screen-edge mouselook, Marathon was the first to use mouse movement to look instead of just using on-screen bounding boxes.
the finals has been the most refreshing pvp shooter i've played in many years. Bad company 2 might have invented full scale destruction but the finals uses it as a core game element like no other game before.
Voxels are used right now in AAA games, just not for the actual rendered models. Voxels are used for volumetric lighting/fog a bunch. The smoke grenades in Counter-Strike 2 are voxels behind the scene, with the more complex rendered smoke effect rendered in it's place. The voxels tells the smoke where to go. UE5 uses voxel based volumetric fog that isn't just a constant around you, but that can be thicker and thinner, can have clearings, etc Teardown is a great example of how voxels can be used behind the scenes in future games, especially with the the pre-release physics that were scaled back before it came out. Games have been using intelligent destruction physics to organically and procedurally cut models up into individual pieces before. With voxels "informing" that process, you could have more "affordable" destruction physics in games on a huge scale. Hell, we have seen this in some way in games already! Personslly I miss Rainbow Six Siege from when that game was at its peak. GOD the destruction physics as an integral part of the gameplay is SO good. The game diverged in the opposite direction from where I wanted it to, and felt wrong to me eventually, but man. The physics in that game changes how you think, and I have yet to see anything replicate that.
@@MFKitten Rainbow Six is a good example of where things could go as far as destruction actually having a purpose in gameplay! And yes CS2’s smoke is a good example of volumetric voxel tech being used in a mainstream game currently
Yeah an engine that can use voxels and some kind of light/path/photon tracing, and then process it with a fuckload of generative graphics over top to blend it into something natural that is consistent and fast: that's probably going to be how things evolve.
Teardown level destruction with proper physics sounds cool but I'm just not so sure it would actually be fun tbh. Bad Company 2 and certain Battlefield 3/4 maps showed me that destruction is sometimes plain annoying (I still love these three games, don't get me wrong).
7:25 i IMMEDIATELY said "its enders game!" when u first started talking abt zero g combat and im glad u actually brought the book up because that book always struck me as a great video game idea
I’ve been thinking this same thing for a while now. A lot of games lately seem to focus on just having really good graphics with ray tracing, shadows, etc. but the gameplay still feels like something that came out in 2010. Battlefield 2042 for example tried to push these weather effects and everything meanwhile Bad Company 2 still looks and feels better to play. The next step for games in my opinion is to make the games more interactive and reactive to players‘ actions. Think Bad Company 2 but with voxel tech on basically everything so no building is destroyed the exact same way and the ruins of the building remain on the map for the rest of the match, potentially blocking off routes and denying roof camping spots in a way that never feels scripted or repetitive
Games like The Finals already tackles this really well (whaddaya know, they're ex bad company/mirrors edge devs) without voxel tech. Perhaps the only game right now that tackles voxel based destruction in a grounded theme is Teardown but that on its own has proven many shortcomings in detailed simulation and contexts linked to building materials beyond just "flammable or not" or "fragile or not"; things get real finnicky when you have to work with smaller and smaller sections with less and less voxel counts; similar to how you need a minimum resolution to be able to convey something in pixel art; Or with larger and larger parts as the game simply isn't made that way. Voxels are also already not easy to render in comparison to polygons n such, best examples being performance drops introduced with CS2's voxel smokes, or how volumetric (hidden voxel) fog in MANY games just eats up your frames without really adding much of a difference. Although it's a massive feat to have voxels look as good as a modern AAA, it's not a solution by any means, maybe at most a standard for the far future but absolutely not now nor the next decade.
Could I suggest music for your next topic? Games such as Payday 2, ULTRAKILL or Warframe stand out in such department. Payday 2, for example, uses music not just to enhance the experience but also functions as a mechanic with its dynamic music system to help the player know in which phase the assault is from stealth, control, anticipation to assault, whereas ULTRAKILL enables you to feel and hear the power that V1 carries with them and finally in Warframe the rare times you hear the music you feel as if you're a part of the world that you're playing in that its not just pixels on the screen but lives and planets are at risk or have been destroyed. Other than that, thank you for making these types of videos that have so much passion behind them in this sometimes fake world. Keep up the good work.
Great roundup! I know Tribes got a brief mention as a predecessor to the modern movement shooter, but I think it deserves a deeper dive. - Came out in 1998, same year as Delta Force, with huge sprawling outdoor maps just like Delta Force. - Multiplayer matches with up to 128 players, including single and multi-person vehicles. Tribes 2 (2001) iterates on vehicles making a full scale combined arms game with tanks, bombers, and mobile point bases. - Destructible base infrastructure to disrupt enemy defenses AND player-deployable base assets like forcefields, turrets, and resupply stations. - The first multiplayer FPS to truly and effectively utilize the z-axis as a viable space to play in, with projectilie-based (vs hitscan) weapons that required leading your target flying through a 3d space. - HUGE modding communities spitting out a ton of creative ideas. This wasn't unique for the time, but just also worth mentioning. There's a lot to love about the original two Tribes games. Modern attempts at reboots have all been small scale "arena shooter with jetpack" and if that's all you've played, it completely misses the mark on what made the original series great.
From the start i knew you were gonna mention Hyper Demon, i love that game so much. It's SO sick, but my brain gets messed up by it lol, constant full FOV combined with its psychedelic visuals is a complete sensory overload for me, i am completely garbage at it. Hands down one of the coolest and most unique experiences in FPS as a whole.
It might not be that ground breaking but to me The Finals still felt/feels like a breath of fresh air in the fps genre. It didn't invent anything new, just put a bunch of cool stuff together and it works so perfectly! You have the basic fps guns and weapons but you also have a bunch of different gadgets, props around the map, destructible environment and a heavy focus on movement and of course, team work and all these things add up to a pretty unique blend that i just absolutely love!
man the shmoovment gets so fast once you tack on a million little tricks to up your speed. Light dashing into a jump pad, jumping off of ziplines before the end, sliding after a vault, jumping through windows building to building, its so good
Mirrors Edge was not frostbite Shoulda mentioned Alien Resurrection (PS1) for being the first game to ship with the modern dual analog aiming setup as it's default control mode. Was knocked back at the time and considered weird!
Also Doom had mouse support. You just couldn't look up and down. Quake 1 also had ADS in the form of binding an FOV command to a button. I'm not sure if I want to watch the entire video because it might be chock full of inaccurate information.
@@PedroKing19 My crew did, not sure what everyone else did. A lot of online game discussion at that time happened on local bulletin boards. In my town we never got into newsgroups and I only started posting on gaming forums in 97ish.
@@nrXic The video specifically mentioned detaching moving and aiming; in DooM you couldn't unbind moving forward/back with moving the mouse up/down, to my memory, which is very painful to deal with today if you're used to actual freelook. I'd say just locking up/down to not do anything already makes it freelook. I'm glad sourceports exist lmao Ability to bind changing FOV by a key with console commands, and then make it zoom out on key release, isn't an intended Quake mechanic, and I don't imagine anyone ever knew or thought about the possibility to do so besides a few random nerds. I don't think that qualifies as Quake having such a mechanic. It's more like a little mod. Even then, there's no attachment to the actual weapon (you can't mount ADS on a god damn axe), so there's little of the immersion aspect of that mechanic lol
Just want say thank you for making videos like these, you inspired me to start my own channel to talk about things I find interesting and cool. Please keep up the videos much love!
I still wish the Game actually had a genuine and proper Campaign mode instead of a bunch of missions with AI battle on it. It definitely has some potential.
@@joshuaandrewson3091 i started collecting PS3 games this year and got Brink for super cheap. I played a few "missions" and it was fun, but really undercooked because it was designed as a multiplayer only game i guess.
Deep Rock Galactic comes to mind when talking about destructible envirorments. Its one of my favorite games because its so unique even though it has some recycled mechanics.
I loved Shatter Horizons but im surprised you didnt point to Descent as the no gravity FPS originator. Also, Spaceflux's fractal design really is a wonderful take on death match, also deserves a shout out.
In terms of voxel-based fps games, there have been two in the past (both dead sadly), called Ace of Spades and Sectors Edge. Both games had fully destructible maps, plenty of game modes, and building mechanics (with sectors edge even allowing you to make presets). People would tunnel through the map to get to objectives or carve out huge chunks to rearrange everything. Hopefully, in the future, someone will take up the task of making a truly groundbreaking voxel fps.
Sectors's edge was great, I loved playing that with the small community and just how fun and how different the games could be. The official server's are offline now, but you might be able to get some private matches going.
I will always be ecstatic about any mention of Hyper Demon! Truly an absolute master class in game design. I legitimately think any person who wants to understand game design *has* to play it.
I feel like the most innovative game on the market right now would be the finals with its insane destruction and graphics fidelity. It takes tear down’s destruction and puts it into an arena fps that is just so much fun to play because the destruction is insane and the movement and gameplay feel fantastic too
The Finals isn’t innovative, it’s derivative, and you just made the case yourself. Yes, it’s very polished, yes, it’s got fabulous graphical fidelity, but none of it is *new*. It puts a bunch of elements together in a way that works really well. But none of those elements are unique, new, or different.
another innovative game that flopped was lawbreakers, while it was not very good it did have some cool low gravity recoil based movement. I particularly liked that they gave you a button to shoot behind you, so you can look where you wanna go and use your gun as a kind of jet pack.
Sadly the world is too dumb to appreciate the shear brilliance of Riloe's in depth/educational video style. Truly the David Attenborough of gaming RUclips video Creators. You'll be entertained while being educated and won't even realize it. - Bravo good sir, bravo. 👏👏
I see him on par with other gaming essayists like Jacob Geller or Razbuten. They never talk about recent controversy or board the "woke is bad" train. These videos leave you with something more to think about in your spare time. And videos like this are the reason why I subscribed to him.
@@fanofgaming8403 It`s just difference of making a video out of love, or for views. Ppl like syntheticman makes their video controversial just to stay relevant.
Innovative ideas that actually stick around are usually those that are either highly accessible or make something else more accessible, without exactly dumbing it down. The reason omnidirectional FPS's struggle is because they're really hard for the casual audience to get into. Similar to current VR games, there's issues with disorientation and nausea, on top of how hard it is to let go of your built-in biological biases about what is up or down. It would take some very ingenious design to make something like that mainstream.
Hyper Demon truly is an outstanding game, it's genuinely amazing how easy it is to adapt to the visuals and 360 degree vision despite how it seems in the trailer
Smoothness is one thing, Dice's problem by making the larger maps almost empty for the most part which makes it super boring and a total chore to travel across one objective to another.
Scale by and large depends on context, and also is mostly a backend technology thing. I think the aspect of scale that is interesting in this video's context would be mechanics that work with and package a large increase in scale to make a whole new sort of game or paradigm of interaction. In the same way Halo adding a recharging shield or a grenade button streamlined combat, or how Half Life 2 added a gravity gun, what sort of mechanics will work with that scale to change how we think of a large scale game? Star Citizen with its sort of seamless blending of servers and worlds and everything is a cool technology and might be a case of 'no mechanic is the mechanic' as there certainly is an argument that developing tech to the point that previous game mechanics are simply obsolete is its own sort of game changer. But beyond that it's how the game is designed to work with that technology that will be interesting to explore. Because if you go too big with the scope of a mechanic it just becomes a game idea.
@@scottwatrous I think it's both adding the backend tech to support insane scale and then using it creatively. While not a great example think of just an absolutely massive sword game where you can recreate things like huge armies fighting eachother with both armies being players. It could just be a single server on the game that people join and fight in. That's quite a boring example and I agree thinking of mechanics that might be suitable for scale is a tough question but I trust in some indie company finding a way to be creative.
first time watching your videos, honestly your delivery astonished me, something like this could very easily be boring if delivered incorrectly but you did an amazing job at making an interesting subject fascinating. It wasn't just a video it was an experience.
Brink… I’m so glad you brought that up. That game had so much potential.. the graphics were great for the time the story was interesting the ideas were all there. It was just executed terribly, customization was AMAZING I miss that game so much and wish it would get a remaster or something
What I find fascinating is the idea of pushing the concepts of 3D, 4D, augmented reality and virtual reality. VR has been around for quite a while now, but it is still not mainstream. I can imagine one day every house will own VR headsets like they're game consoles, and then every game takes place in a virtual 3D environment where you can walk around with your actual feet and grab stuffs with your actual hands. It's not the graphics or the twists in game mechanics, it's about the technology and the way we interface with the games themselves that will introduce significant change, or at least that what I think will happen.
I got to talk about Hyper Demon with a vision psychologist during college, they really seemed to find it interesting because it was something that hadn't really been done before. Both the extremely high FOV with a different projection, but also the "rear view" render in red.
@@ShoulinCSS I fill it fits, because it isn't a flight sim perse. It has us moving through corridors, and you moved like a character, not so much a ship such as the classic Wing Commander! Plus I fondly enjoyed that game for not somehow messing with my vision!
9:48 there's a game that does the exact opposite to hyper demon. its name is Apotheorasis: Lab of The Blind Gods. An fps where your only information is acoustic. There's nothing on the screen, only a still picture that reads "if you can see this, close your eyes". It's extremely interesting as a concept, and the experience of playing it with headphones is disorienting at first but satisfying when you get used to it.
just played the demo for it and it's actually really fun, now I'm wondering how many other games there are out there that have no graphics whatsoever also you failed to mention the greatest thing about this game: the scroll wheel is bound to saying YES or NO, meaning you can be a sarcastic little fuck
@ExtemTheHedgehogLol I had so much joy when I first found out about it I didn't want to spoil it for others lmao, but it's hilarious, that amount of freedom of choice for a game with no visual way to show you the consequences of your actions
Great video! A bit disappointed you didn't mention Lemnis Gate which is the most innovative shooter I've ever played I think you'll like the concept as it's close to Spectre but better imo
Recently I have become excited about gaming again and playing FPS specifically. I haven't had a gaming PC or console for the last 10 years (trying to keep my small dorm room and bachelor pad as minimalist as possible), but when I move into a new space next year or so I will definitely build a gaming PC again. I have (or had) a load of games on my list that I wanted to try out, including Boundary. Now I hear Boundary is already dead and it makes me kinda sad. I definitely don't want to miss out on such unique experiences in the future. Thanks for helping reignite my interest in this I guess! Adult life has seemed so boring to me ... I didn't even consider going back to gaming, since my formative years were oversaturated by it and I always thought - and was told - it stood in the way of me getting my shit together... Now that I do have my shit together, and after watching this, I feel that itch again. ❤️
I wouldn't say I am into ''NASApunk'' and tend to jump between neutral, and dislike for sci-fi. Watching this though I feel like I missed out not having played Boundary. Warframe has these things called archwings, strap some on your lower back to become a jet plane, in space. The controls used to include rotating yourself any way you want...used to. Missions where you fly with them aren't very popular, or common; somewhat recently I thought I would play one, remind myself what they felt like...off, felt very off, flying in zero gravity without the ability to spiiiiiiiiiiiiiiiiiin in every direction. I miss it.
Ghaddamn you make a first year of youtubing look like a decade of finessing and refining a story-telling craft! Congratulations mate, looking forward to the next year of anything you put your talented focus on 🎉
Shattered Horizon is GOAT. It's a big reason I got into the video game industry and I've championed it's merits for well over a decade now. So glad to see others talking about it in the wild.
Riloe, I’ve gotta know, do you watch Jacob Geller? this video reminds me of his recent video talking about the history of fidelity in Gaming, and I’ve gotta say I am here for it. I really love the analytical angle you’ve been taking in your content, and think you would really benefit from branching into new spaces beyond comprehensive looks at specific titles. hope to see more content like it in the future!
Now that you mention it, yeah. They do share a similar narration style. And, if you like both of them, please do yourself a favor and check out Jam2go.
I actually don’t really watch gaming youtube videos at all, just movie based stuff here and there! My all time favorite gaming youtuber is Noah Caldwell Gervais.
@@riloegaming Jacob Geller is more "media critique/video essay" than strictly video games. He talks a lot about video games, but he has done movies, art, books and more. He mostly talks about games, but he generally does so as a jumping off point or to use it to discuss ideas, much like what you do in some of your videos! I would recommend checking him out, especially if you Like Noah Caldwell Gervais.
Amazing video, i didn't realise how many games there are out there that have such interesting mechanics. I was really hoping you would have mentioned at some point the finals as having a fully destructible world really add a whole new level of strategy. Outside of that, I really feel like VR must also have plenty of ways of playing that haven't been imagined yet. Playing half life alyx for example made me realise that the mundane aspects of rummaging through drawers or moving around boxes to find things feels so good. I can't wait for those mechanics to get developed and maybe find their way in pvp games too.
I was so overwhelmed by Hyper Demons Visuals until you explained what the stuff on screen meant. It instantly got way more logical & less overwhelming. It's crazy how the brain cleans up when it knows how
not mentioning The Finals beyond a throwaway second or two of trailer footage in this video felt like a crime definitely the most innovative competitive shooter i’ve ever played
I work as a QA tester and tend to play and keep track with upcoming games a lot, personally the thing that i find really intriguing for the future of gaming is : Server meshing. Star Citizen is currently working on it. but it could be a innovation that changes the way online games are played forever.
... *SUPERHOT* has no plot? I wonder if we were playing the same game... _my_ experience of *SUPERHOT* was a dystopian hellscape where gamers/hackers were tricked, and then coerced into acting as killers-for-hire by shadowy government/corporate forces on pain of death. But maybe _your_ *SUPERHOT* was different?
Amazing video! I’d love to hear more about your predictions for the future! Voxels are awesome, especially as you described their future potential, but what about other avenues of progression? To me, it’s those micro-interactions that matter most. If you’re trying to hop in a vehicle, but you have to be in juuust the right position to press the button to enter, it can be a major annoyance. As another commenter mentioned, Halo adding a 1-button grenade feature blew everyone’s mind. But it’s just a QoL feature at the end of the day. To me, it’s these QoL features that create breakthroughs. Sometimes they’re big creative moves, like mouse-aim and Apple’s touchscreen phone, and sometimes they’re much smaller, like aim-down-sights and sprint slides. All were (arguably) equally important breakthroughs, but many of our staple mechanics are just QoL improvements. If a game is otherwise just another FPS in the market, but it has something small that makes it that much more fun to play, it becomes the new meta. That’s just my 2 cents. I’m super interested to hear more of your thoughts on this topic!
Realism stops at the point it breaks fun. Imagine why hardcore sims where each body part takes damage or gets disabled arent popular. But if yhe recpil just pushed you back that could still work ok, the problem here is its too much learning for casual aufience thetefore any 3d shooter thats not a spafeshipgamr will be too much for most. I remember the zero G ship section grom crysis 1 because it wad frustrating until you learn to let it center to the default orientation.
I could see that working decently well as a VR type game, as you could position your shots in a way to propel yourself across the map, acting as both a movement mechanic AND a puzzling negative feedback. It would certainly require its own shooting style to account for Center of Gravity
I’m surprised you didn’t mention the finals. It is the first fps game with map wide destruction. I literally can’t go back to any other fps just because of the destruction, it creates such a high skill ceiling when it comes to map knowledge. It also creates such diversity in each game.
@@9999crazymonkey everyone of those games had parts of the environment you literally could not destroy. Sure they had destructible environments, but not what the finals has. Anything you can see in the finals can be destroyed
Interesting stuff about in-game perception! I want to add that (i think) when sound-design got better we also used our stereoscopic hearing as means to "see more". Shattered Horizons (i remember seeing some videos when that got released) and Boundary (did miss that one, sadly) do remind me of the game Descent.. I was a bit obsessed with the concept "Six Degrees Of Freedom" (aka 6DOF) ..and how one would use controls to move around with it intuitively. "Overload" is a cool descendant from Descent. edit: just now saw your other video today on Hunt Showdown, where you touch upon stereo sound "feel" of surroundings ..heh i honestly saw that after making this comment
Idk if that's necessarily the case. There are a lot of factors. Marketing for it has been near non-existent. I know about it because I played the early access playtests before it even had a name, which is also where I found, it just doesn't click with me well. It's hard to really say exactly what it is, but something about the maps, the guns, the economy systems, just doesn't click that well for me personally, and from what I hear, many others as well. I like Valorant and CS, and play other more tactical shooters like r6 and even Tarkov and such, so it definitely isn't a genre thing, it's a game specific thing. Meanwhile, Fragpunk looks absolutely amazing and exciting and interesting, while being in the same genre and doing many things differently than it's contemporaries. There are a lot of reasons Spectre Divide hasn't found success, and it definitely is not because people don't want a new thing
@@s1mp_licity38 the maps are a big factor, they are all very samey. A large part of CS map design is that every area is unique in it's look. Spectre clutters the map with boxes that are similar sizes and colors.
@haiperbus That probably definitely plays a part. The whole look of the game is also weirdly generic, while being unique. It's unique because its a ton of generic looking visuals smashed together so it feels familiar, but also not. Same with the gunplay and movement. It feels like cs to move around, but somehow slower still, and then the gunplay looks closer to something like siege, but then feels more similar to value not in a good way either because it feels like a combination of the two with the ads. The guns themselves feel weird and the pairings pretty much always force you into using a gun you don't like very much, or are just kind of strange. And ik you can go through a list to get the pairing you want basically, but it makes the buy menu so much more cluttered and hard to work through while also needing to get you and your spectre placed before the round starts while you have the click teleports. Pre-round feels WAY too busy, and then mid-round is confusing and plays weird, gunfights feel off. It's like it can't decide between being a smooth play experience more similar to siege with smoother movement and mobile shooting, or more tactical like cs with immobile shooting and slower player speeds
Boundary had another super innovative mechanic, and it was sound. In the micro atmosphere of the maps sound falls off super quickly BUT if you stick yourself to a surface like a wall you can hear all along its mass as vibrations travel through the object. Basically any cover you stick yourself to becomes a big ear to listen for movement or impacts across its body. Also some areas could be pressurized / depressurized and areas with pressure would carry sound much farther.
I had a thought once, that it might be interesting to design a game around the assumption the player is a natural flyer. Games currently either use jetpacks with limited fuel, or aircraft which imposes strict restrictions on how you move and interact with the world.
One FPS that I really enjoyed playing was Sector's Edge. Much like Teardown it had the whole destructable voxel environment shtick as well as being able to build stuff like walls and staircases. This allowed for a really fresh and new gameplay where every match would play out differently, and the map would look and play entirely different each match. I really wish that it ended up more popular than it was because when it was populated, it was really fun
Cheers Riloe, sure, I'll love to hear more about the most influentials games of all time. Continue what you're doing, you're one of my favourite creator
cheers, i love your videos, binged watched all of them. such a big fan now and made me try and love games i never knew existed and would never try without you putting a spot light on them
You make such insightful videos. I have often spoken to my friends about this exact topic, and I had all the same examples and ideas! Glad someone feels the same as I do, and has the ability to put it into such eloquent words and into such a well edited video. Kudos, friend.
Play War Thunder for FREE today on PC or Console and get a huge free bonus pack with vehicles, boosters, and more ➡ playwt.link/riloegaming
I think you already covered it: GZW specifically the implementation of terminal ballistics. Flight ballistics is the easiest to implement of the three (launch, flight, terminal). Though the next stage in this would be launch/barrel ballistics. Though I doubt those engines will get published due to ITAR restrictions.
Ender's Game reference. Lets go.
You know it took almost a decade to find out that Ender's Game was a full series and not just 1 book for me? Have read all of the series several times now =)
Nah, don't give this game your time people. Hella long grind with barely any rewards and some of the worst balance in the business. I got 502 hours in it. Don't do what I did
No thanks
Hey theres 1 mobile game that blends slomo and doom what a weird mix but addictive movement though
my professor was telling us how when he was working at a studio and halo released with a 1 button press for grenades, everyone in the industry was dumbfounded
My late uncle was a beta tester for Halo 1. The sniper scope apparently had an extra zoom and the pistol never had one in the build he played.
What was the standard before?
@@ZetaPrime9699 Grenades as a separate weapon slot you had to switch to, then attack with.
@@amperzand9162 Ah thank you; somehow I didn't think of that very obvious answer. I expected something more complicated, something System Shock sryle haha
simplicity is best ... quake still rules them all , modern FPS is for slow people
I'm still so disappointed at how Boundary was handled..it's such a solid game run by an incompetent company.
the beta(or alpha? don't remember) was so much fun. Never got concrete figures but they changed the movement and how guns pushed you a lot on release, it took so much out of the game.
@@Montauk110 I played a ton in the betas, but as soon as the game launched and it took 10 minutes to find a match, and the match had to be padded with bots cause it will fill, I knew I was a fast sinking ship..
It's a shame too, because I like the art direction of the game too. If you're willing to maintain a suspension of disbelief of how space combat would work, it genuinely felt like the space could be a new front of warfare in the near future or so.
@@DualWieldedEggrolls agreed. The art direction was stunning, to this day I stumble across concept art from it and I'm always astounded by it. As Riloe said, hopefully someone else picks up on it because it's too good to die now.
Man i was just starting to get hyped about living my enders game fantasy😢
Hyper demon makes me want to vomit every time i play it, i love it
Hyperdemon my beloved
I said it in a comment already, but maybe try Apotheorasis if you are interested in experiencing the exact opposite c:
I recently started playing Devil Daggers.
Did you guys get the 500sec achievement? and if you did how long did it take you?
@@nido5616 I did, it took me about a hundred hours. I'm not particularly skilled at games though, average at best for sure. I'm sure someone could do it in less time
@@mastercat381 well, at least it's not a Warframe level of grinding :/
The VR hype train is long gone, but playing HL: Alyx was the sort of child-like wonder experience you talked about, imo. I'm still convinced that one day VR will be the norm, but only when someone figures out how to make using a VR headset as effortless as using a mouse, keyboard and screen.
Thanks for the great video!
If the tech can become light weight and performant enough to basically be put on like a pair of glasses or swimming goggles, suddenly it will feel much less cumbersome.
@@802Garageit's not just that, it's the price point and quality of the content. There's only a few vr games that really feel like they're worth playing.
@@floydhopkins7901 Oh fair enough for sure. That's because a studio or publisher has to deem it worthy of sinking a AAA budget into a game with such a limited audience. Such a game would attract more buyers. Catch 22 type deal.
@@floydhopkins7901 It's a snake eating its own tail. Cant have good games if there aren't people to buy them. There are no people to buy them because there are no good games. Yes, there are A LOT of good games, the audience just cant see how EARLY stages vr actually is and demand higher quality than is feasible for the market share of the platform. The platform being a SUPER NICHE and novel does not help it either. PC gaming became a thing because people used PCs already. Console gaming became a thing because it was plug and play.
give it 10 years trust
Glad you covered Hyper Demon. Though it's definitely not for most people, I absolutely adore how obscure yet iconic it is. It's probably my favorite game aesthetically speaking ^^
I love this game but there was a time i RUclips recommended me the world best player on the ranking and watching a few seconds of it messed with my brain so much i got brutally dizzy, and i thought i was going to throw up.
I also had a hell of a headache but i got say it anyways: i love the chaotic vibe of this game even playing just minutes of it.
And devil daggers rules too.
SUPERHOT is the most innovative shooter I've played in years!
Superhot is amazing! It’s mechanics are almost SO unique that I they become their own category of game itself- same reason I didn’t cover my favorite game of all time, Portal
@@riloegaming I love portal. I just can't descript how much I love portal with the 2k character limit on youtube lol.
Superhot is an absolut banger but im still dissapointed at how short it was, with those mechanics and all the different ideas they threw in the mix (+ some new ones) they could have easily made the game 3-4x its lenght
the game just left me hungry for WAY more
it amazes me that next to no other game (except maybe clustertruck) ripped that game off
@@harrison.kaiser i suppose it's so specific that it's hard to take the idea from it and not do something so similar that you would be seen as a rip off.
Damn all that heartbreaking early Boundary footage. Somewhere on another timeline, It's the biggest fps to launch in the last 5 years and is PACKED with players.
don't give me a time machine or I'll waste it on fixing that game
It was fun when I played the demo, I thought it was still being worked on, damn.
Yeah the demo was crazy! I remember showing my friends the game but they didn't play it sadly
That's how I feel about Lawbreakers tbh. It wasn't particularly innovative, it just perfected basically everything that makes a hero shooter fun. Particularly maps, movement and game modes.
@@Scroolewse What is with the rose-tinted glasses that people have for Lawbringers? It wasn't the worst game ever, but it had major balancing issues with a less interesting cast than Overwatch (at the time). It was a clear loser in comparison to its' opposition and still wouldn't be fun today, the Quake movement characters and characters with 1-shot-kill weapons were OP, end of story, and the game got boring fast because of that poor balancing scheme. Funni Claptrap ball was cool, but the game was NOT *anything* perfected...
7:22 Yeah Ender's game came to mind just before you said it. "Enemy gate is down."
I kind of wish he brought up Echo Arena on Oculus because the battle mode was pretty much exactly the Ender's game one.
Bean was a real one for that
@@Aodhan45Except for some odd reason, you still can't adjust the down direction. There's no gravity but your feet are always facing the same way
@@olivereisenberger7215 I didn't remember that part. It's been a few years.
@@PacdemonStudios1 mothe petra she talking she talking she talking shit talking, shit talking, shit talking
3:58 Mirror's Edge used Unreal 3, if any game were to be called Frostbite's benchmark, it would probably be the first Bad Company.
There is also a certain BGM to use for that part, and it wasn't the Halo Covenant Dance.
This.
If memory serves, they only transitioned to using Frostbite for the sequel/soft reboot, Catalyst - And this change was partially blamed for why that game was kind of disjointed and not as good.
@@BackwardsPancakecatalyst is better in every way apart from visuals
Im really surprised that THE FINALS by Embark Studios wasnt covered in this, the completely destructible maps and environment is the core of the game and really adds a layer of depth and skill expression that really cant be compared to other first person shooters
It was shown but not discussed, which is unfortunate
I think this is because they didn't invent any of those things but just implement them. (Very well executed of course)
@@Sp4rkofD4rk I believe they created new systems over the course of 3 years to get the full-level destruction functioning properly and with the level of optimization that it has
Yeah especially because riloe talked so much about Teardown and it's destruction. The Finals should've then been the next thing he talks about.
Imo, Siege did it best. Even though it doesn't have the global destructibility or physics of The Finals, the way the Finals did it made it far less predictable and therefore harder to use to your advantage. Siege is a game entirely focused on this mechanic, and so they even got to the point of stripping movement down so it could shine more as a central point of their design.
No hate btw, I also love The Finals but I often found myself having to react to my own destruction just as much as my opponents. The way I see it is Siege's destruction is like a multitool whereas The Finals' is a shotgun - you point and you destroy.
FYI Marathon was only the first to do "mouselook" in the sense of aiming up and down. Doom had a control scheme for aiming with the mouse and encouraged people to try it right in it's manual.
There were plenty of games that used screen-edge mouselook, Marathon was the first to use mouse movement to look instead of just using on-screen bounding boxes.
@@bennyboiii1196 Clearly you haven't played the original DOS version of Doom, then.
Subway order just arrived, perfect timing
The meal is ready
@@Thlormby da bluetoof device is ready to connect
hope the order was good dude :p
can i have some
Wow
just stayed up all night working on my 3d modeling skills thank you this is perfect for the background
thats so real. booting up rn after reading this
Stayed up all night to work on 3d modelling, watches video saying the future is not having 3d models
There will be a place for 3d modeling, and even if we don't use polygons for games 3d models, It'll still be a somewhat transferable skill @@Vedgy
the finals has been the most refreshing pvp shooter i've played in many years. Bad company 2 might have invented full scale destruction but the finals uses it as a core game element like no other game before.
The ability to move the objective with destruction is really what makes the Finals great.
Voxels are used right now in AAA games, just not for the actual rendered models. Voxels are used for volumetric lighting/fog a bunch. The smoke grenades in Counter-Strike 2 are voxels behind the scene, with the more complex rendered smoke effect rendered in it's place. The voxels tells the smoke where to go.
UE5 uses voxel based volumetric fog that isn't just a constant around you, but that can be thicker and thinner, can have clearings, etc
Teardown is a great example of how voxels can be used behind the scenes in future games, especially with the the pre-release physics that were scaled back before it came out. Games have been using intelligent destruction physics to organically and procedurally cut models up into individual pieces before. With voxels "informing" that process, you could have more "affordable" destruction physics in games on a huge scale. Hell, we have seen this in some way in games already!
Personslly I miss Rainbow Six Siege from when that game was at its peak. GOD the destruction physics as an integral part of the gameplay is SO good. The game diverged in the opposite direction from where I wanted it to, and felt wrong to me eventually, but man. The physics in that game changes how you think, and I have yet to see anything replicate that.
@@MFKitten Rainbow Six is a good example of where things could go as far as destruction actually having a purpose in gameplay!
And yes CS2’s smoke is a good example of volumetric voxel tech being used in a mainstream game currently
whoa i never considered how destructible environments worked this is amazing
Is Bluedrake or someone making a voxel-based shooter with a lot of destruction?
Yeah an engine that can use voxels and some kind of light/path/photon tracing, and then process it with a fuckload of generative graphics over top to blend it into something natural that is consistent and fast: that's probably going to be how things evolve.
Teardown level destruction with proper physics sounds cool but I'm just not so sure it would actually be fun tbh. Bad Company 2 and certain Battlefield 3/4 maps showed me that destruction is sometimes plain annoying (I still love these three games, don't get me wrong).
loved this video, not a second of it wasted during it's runtime. you're becoming one of my favorite creators every new upload.
7:25 i IMMEDIATELY said "its enders game!" when u first started talking abt zero g combat and im glad u actually brought the book up because that book always struck me as a great video game idea
I’ve been thinking this same thing for a while now. A lot of games lately seem to focus on just having really good graphics with ray tracing, shadows, etc. but the gameplay still feels like something that came out in 2010. Battlefield 2042 for example tried to push these weather effects and everything meanwhile Bad Company 2 still looks and feels better to play.
The next step for games in my opinion is to make the games more interactive and reactive to players‘ actions. Think Bad Company 2 but with voxel tech on basically everything so no building is destroyed the exact same way and the ruins of the building remain on the map for the rest of the match, potentially blocking off routes and denying roof camping spots in a way that never feels scripted or repetitive
Games like The Finals already tackles this really well (whaddaya know, they're ex bad company/mirrors edge devs) without voxel tech.
Perhaps the only game right now that tackles voxel based destruction in a grounded theme is Teardown but that on its own has proven many shortcomings in detailed simulation and contexts linked to building materials beyond just "flammable or not" or "fragile or not"; things get real finnicky when you have to work with smaller and smaller sections with less and less voxel counts; similar to how you need a minimum resolution to be able to convey something in pixel art; Or with larger and larger parts as the game simply isn't made that way.
Voxels are also already not easy to render in comparison to polygons n such, best examples being performance drops introduced with CS2's voxel smokes, or how volumetric (hidden voxel) fog in MANY games just eats up your frames without really adding much of a difference.
Although it's a massive feat to have voxels look as good as a modern AAA, it's not a solution by any means, maybe at most a standard for the far future but absolutely not now nor the next decade.
BC2 does not feel better for movement... You can't even sprint in diagonal or vault
Yeah games should get more effortlessly and seamlessly cinematic while not loosing interactivity
Could I suggest music for your next topic? Games such as Payday 2, ULTRAKILL or Warframe stand out in such department. Payday 2, for example, uses music not just to enhance the experience but also functions as a mechanic with its dynamic music system to help the player know in which phase the assault is from stealth, control, anticipation to assault, whereas ULTRAKILL enables you to feel and hear the power that V1 carries with them and finally in Warframe the rare times you hear the music you feel as if you're a part of the world that you're playing in that its not just pixels on the screen but lives and planets are at risk or have been destroyed. Other than that, thank you for making these types of videos that have so much passion behind them in this sometimes fake world. Keep up the good work.
Me when Razormind
love to see the finals at 0:20
great game
Truly peak
Great roundup! I know Tribes got a brief mention as a predecessor to the modern movement shooter, but I think it deserves a deeper dive.
- Came out in 1998, same year as Delta Force, with huge sprawling outdoor maps just like Delta Force.
- Multiplayer matches with up to 128 players, including single and multi-person vehicles. Tribes 2 (2001) iterates on vehicles making a full scale combined arms game with tanks, bombers, and mobile point bases.
- Destructible base infrastructure to disrupt enemy defenses AND player-deployable base assets like forcefields, turrets, and resupply stations.
- The first multiplayer FPS to truly and effectively utilize the z-axis as a viable space to play in, with projectilie-based (vs hitscan) weapons that required leading your target flying through a 3d space.
- HUGE modding communities spitting out a ton of creative ideas. This wasn't unique for the time, but just also worth mentioning.
There's a lot to love about the original two Tribes games. Modern attempts at reboots have all been small scale "arena shooter with jetpack" and if that's all you've played, it completely misses the mark on what made the original series great.
From the start i knew you were gonna mention Hyper Demon, i love that game so much. It's SO sick, but my brain gets messed up by it lol, constant full FOV combined with its psychedelic visuals is a complete sensory overload for me, i am completely garbage at it. Hands down one of the coolest and most unique experiences in FPS as a whole.
It might not be that ground breaking but to me The Finals still felt/feels like a breath of fresh air in the fps genre. It didn't invent anything new, just put a bunch of cool stuff together and it works so perfectly! You have the basic fps guns and weapons but you also have a bunch of different gadgets, props around the map, destructible environment and a heavy focus on movement and of course, team work and all these things add up to a pretty unique blend that i just absolutely love!
Agreed! It really just allows you to get creative. I’ve been hooked to the Finals lately
I would describe the finals as the ultimate fps right now. Its built upon all previous fps evolution, and then expands on each in its own right
man the shmoovment gets so fast once you tack on a million little tricks to up your speed. Light dashing into a jump pad, jumping off of ziplines before the end, sliding after a vault, jumping through windows building to building, its so good
It's probably one on the best f2p games out there at the moment
3:37 smooth af transition
Woah lmao I didn’t even realize😂 clean asf
Mirrors Edge was not frostbite
Shoulda mentioned Alien Resurrection (PS1) for being the first game to ship with the modern dual analog aiming setup as it's default control mode. Was knocked back at the time and considered weird!
Also Doom had mouse support. You just couldn't look up and down.
Quake 1 also had ADS in the form of binding an FOV command to a button.
I'm not sure if I want to watch the entire video because it might be chock full of inaccurate information.
@@nrXic Did people actually use FOV command for that? I've never heard of it before. I'll have to try it.
@@PedroKing19 My crew did, not sure what everyone else did. A lot of online game discussion at that time happened on local bulletin boards. In my town we never got into newsgroups and I only started posting on gaming forums in 97ish.
@@nrXic
The video specifically mentioned detaching moving and aiming; in DooM you couldn't unbind moving forward/back with moving the mouse up/down, to my memory, which is very painful to deal with today if you're used to actual freelook. I'd say just locking up/down to not do anything already makes it freelook. I'm glad sourceports exist lmao
Ability to bind changing FOV by a key with console commands, and then make it zoom out on key release, isn't an intended Quake mechanic, and I don't imagine anyone ever knew or thought about the possibility to do so besides a few random nerds. I don't think that qualifies as Quake having such a mechanic. It's more like a little mod. Even then, there's no attachment to the actual weapon (you can't mount ADS on a god damn axe), so there's little of the immersion aspect of that mechanic lol
wait what? mirrors edge was litearlly made on the frostbite engine.
Just want say thank you for making videos like these, you inspired me to start my own channel to talk about things I find interesting and cool. Please keep up the videos much love!
Honestly watching your videos keep me interested and inspired to keep honing my dream for creating games.
Descent and Forsaken did the whole omnidirectional shooter thing decades ago and were Mainstream hits at the time
Came here to say this. Descent did it in 1995. There aren't a ton of 6DOF games over the years but they exist.
Descent was such a gem. Blew my mind as a kid.
I actually had a blast playing brink when it came out lived the parkour combat.
Cheers!
Haha Brink was one of my first games on 360! Still have the hardcopy 😄
I still wish the Game actually had a genuine and proper Campaign mode instead of a bunch of missions with AI battle on it. It definitely has some potential.
@@riloegaming Same, not my first 360 game but I still have my copy
@@joshuaandrewson3091 i started collecting PS3 games this year and got Brink for super cheap. I played a few "missions" and it was fun, but really undercooked because it was designed as a multiplayer only game i guess.
at 0:31 that mirror's edge clip brought me back riloe, love that! been ages since i played through them games
Deep Rock Galactic comes to mind when talking about destructible envirorments. Its one of my favorite games because its so unique even though it has some recycled mechanics.
DRG has a similar voxel-based environment 👍
yeah, dont play Red Faction then...
I loved Shatter Horizons but im surprised you didnt point to Descent as the no gravity FPS originator. Also, Spaceflux's fractal design really is a wonderful take on death match, also deserves a shout out.
Riloe in the middle of breakfast again! Truly, the best time for uploads. Thanks again man!
the second i saw Delta Force, i knew i was in for a treat. used to play DF2 so much with my dad growing up.
In terms of voxel-based fps games, there have been two in the past (both dead sadly), called Ace of Spades and Sectors Edge. Both games had fully destructible maps, plenty of game modes, and building mechanics (with sectors edge even allowing you to make presets). People would tunnel through the map to get to objectives or carve out huge chunks to rearrange everything. Hopefully, in the future, someone will take up the task of making a truly groundbreaking voxel fps.
Ace of Spades was great!
Sectors's edge was great, I loved playing that with the small community and just how fun and how different the games could be. The official server's are offline now, but you might be able to get some private matches going.
I will always be ecstatic about any mention of Hyper Demon!
Truly an absolute master class in game design. I legitimately think any person who wants to understand game design *has* to play it.
I feel like the most innovative game on the market right now would be the finals with its insane destruction and graphics fidelity. It takes tear down’s destruction and puts it into an arena fps that is just so much fun to play because the destruction is insane and the movement and gameplay feel fantastic too
The Finals isn’t innovative, it’s derivative, and you just made the case yourself. Yes, it’s very polished, yes, it’s got fabulous graphical fidelity, but none of it is *new*. It puts a bunch of elements together in a way that works really well. But none of those elements are unique, new, or different.
another innovative game that flopped was lawbreakers, while it was not very good it did have some cool low gravity recoil based movement. I particularly liked that they gave you a button to shoot behind you, so you can look where you wanna go and use your gun as a kind of jet pack.
Sadly the world is too dumb to appreciate the shear brilliance of Riloe's in depth/educational video style. Truly the David Attenborough of gaming RUclips video Creators. You'll be entertained while being educated and won't even realize it. - Bravo good sir, bravo. 👏👏
I see him on par with other gaming essayists like Jacob Geller or Razbuten. They never talk about recent controversy or board the "woke is bad" train. These videos leave you with something more to think about in your spare time. And videos like this are the reason why I subscribed to him.
Cheers
@@fanofgaming8403 It`s just difference of making a video out of love, or for views. Ppl like syntheticman makes their video controversial just to stay relevant.
Wome IS bad, but agree with rest of the statement.@@fanofgaming8403
Really captivating video with excellent voice over presentation. I see influence from Ray and Ahoy in the best of ways. Good stuff, man.
Innovative ideas that actually stick around are usually those that are either highly accessible or make something else more accessible, without exactly dumbing it down. The reason omnidirectional FPS's struggle is because they're really hard for the casual audience to get into. Similar to current VR games, there's issues with disorientation and nausea, on top of how hard it is to let go of your built-in biological biases about what is up or down. It would take some very ingenious design to make something like that mainstream.
@@EspyMelly agreed!
Hyper Demon truly is an outstanding game, it's genuinely amazing how easy it is to adapt to the visuals and 360 degree vision despite how it seems in the trailer
A nice innovation would be SCALE - some games tried to do this with BF doing large player servers but it's still not there or smooth enough yet
Maybe star citizen can truly handle the scale thing
@@635574 agree for what star citizen is, but it's not really an fps
Smoothness is one thing, Dice's problem by making the larger maps almost empty for the most part which makes it super boring and a total chore to travel across one objective to another.
Scale by and large depends on context, and also is mostly a backend technology thing. I think the aspect of scale that is interesting in this video's context would be mechanics that work with and package a large increase in scale to make a whole new sort of game or paradigm of interaction. In the same way Halo adding a recharging shield or a grenade button streamlined combat, or how Half Life 2 added a gravity gun, what sort of mechanics will work with that scale to change how we think of a large scale game?
Star Citizen with its sort of seamless blending of servers and worlds and everything is a cool technology and might be a case of 'no mechanic is the mechanic' as there certainly is an argument that developing tech to the point that previous game mechanics are simply obsolete is its own sort of game changer. But beyond that it's how the game is designed to work with that technology that will be interesting to explore. Because if you go too big with the scope of a mechanic it just becomes a game idea.
@@scottwatrous I think it's both adding the backend tech to support insane scale and then using it creatively. While not a great example think of just an absolutely massive sword game where you can recreate things like huge armies fighting eachother with both armies being players. It could just be a single server on the game that people join and fight in. That's quite a boring example and I agree thinking of mechanics that might be suitable for scale is a tough question but I trust in some indie company finding a way to be creative.
first time watching your videos, honestly your delivery astonished me, something like this could very easily be boring if delivered incorrectly but you did an amazing job at making an interesting subject fascinating. It wasn't just a video it was an experience.
Marathon is actually supposed to be coming back soon and I’m so excited
As an extraction shooter
i love extraction shooters, just not when they are online multiplayer
@@SirPwnington Hunt:Showdown is an extraction shooter and it's fucking amazing. The best game I've ever played
love that game but i am a lit wored about how thay will handel it
Brink… I’m so glad you brought that up. That game had so much potential.. the graphics were great for the time the story was interesting the ideas were all there. It was just executed terribly, customization was AMAZING I miss that game so much and wish it would get a remaster or something
What I find fascinating is the idea of pushing the concepts of 3D, 4D, augmented reality and virtual reality. VR has been around for quite a while now, but it is still not mainstream. I can imagine one day every house will own VR headsets like they're game consoles, and then every game takes place in a virtual 3D environment where you can walk around with your actual feet and grab stuffs with your actual hands. It's not the graphics or the twists in game mechanics, it's about the technology and the way we interface with the games themselves that will introduce significant change, or at least that what I think will happen.
I got to talk about Hyper Demon with a vision psychologist during college, they really seemed to find it interesting because it was something that hadn't really been done before. Both the extremely high FOV with a different projection, but also the "rear view" render in red.
When I saw those birds at 8:13 🥲
Great video! I say that quake started high-speed movement pretty popular when all that people do is rocket jump lol.
Quake is still the core of like, half of what shooters are today 😄
I would say Rise of the Triad had a look ability and then there is also Decent series that gave us the idea of a 0-G world.
I was going to bring up Descent and it's ground breaking 6 degree of movement at the time. Just not sure you would consider it an "FPS" 🤔
@@ShoulinCSS I fill it fits, because it isn't a flight sim perse. It has us moving through corridors, and you moved like a character, not so much a ship such as the classic Wing Commander! Plus I fondly enjoyed that game for not somehow messing with my vision!
Hyper demon is one of my most played games even before the pvp mode. Sorath just makes masterpieces.
9:48 there's a game that does the exact opposite to hyper demon. its name is Apotheorasis: Lab of The Blind Gods. An fps where your only information is acoustic. There's nothing on the screen, only a still picture that reads "if you can see this, close your eyes". It's extremely interesting as a concept, and the experience of playing it with headphones is disorienting at first but satisfying when you get used to it.
just played the demo for it and it's actually really fun, now I'm wondering how many other games there are out there that have no graphics whatsoever
also you failed to mention the greatest thing about this game: the scroll wheel is bound to saying YES or NO, meaning you can be a sarcastic little fuck
@ExtemTheHedgehogLol I had so much joy when I first found out about it I didn't want to spoil it for others lmao, but it's hilarious, that amount of freedom of choice for a game with no visual way to show you the consequences of your actions
Great video! A bit disappointed you didn't mention Lemnis Gate which is the most innovative shooter I've ever played
I think you'll like the concept as it's close to Spectre but better imo
Thank u for the videos Riloe ❤ ❤
You’re welcome!
Recently I have become excited about gaming again and playing FPS specifically. I haven't had a gaming PC or console for the last 10 years (trying to keep my small dorm room and bachelor pad as minimalist as possible), but when I move into a new space next year or so I will definitely build a gaming PC again.
I have (or had) a load of games on my list that I wanted to try out, including Boundary. Now I hear Boundary is already dead and it makes me kinda sad. I definitely don't want to miss out on such unique experiences in the future.
Thanks for helping reignite my interest in this I guess! Adult life has seemed so boring to me ... I didn't even consider going back to gaming, since my formative years were oversaturated by it and I always thought - and was told - it stood in the way of me getting my shit together... Now that I do have my shit together, and after watching this, I feel that itch again. ❤️
I wouldn't say I am into ''NASApunk'' and tend to jump between neutral, and dislike for sci-fi. Watching this though I feel like I missed out not having played Boundary.
Warframe has these things called archwings, strap some on your lower back to become a jet plane, in space. The controls used to include rotating yourself any way you want...used to.
Missions where you fly with them aren't very popular, or common; somewhat recently I thought I would play one, remind myself what they felt like...off, felt very off, flying in zero gravity without the ability to spiiiiiiiiiiiiiiiiiin in every direction. I miss it.
Ghaddamn you make a first year of youtubing look like a decade of finessing and refining a story-telling craft! Congratulations mate, looking forward to the next year of anything you put your talented focus on 🎉
Shattered Horizon is GOAT. It's a big reason I got into the video game industry and I've championed it's merits for well over a decade now. So glad to see others talking about it in the wild.
It’s so rare to see it mentioned
9 seconds in. Clear, concise, motion gray-fix. I like it. Also the only video I've seen talking about this game. Fantastic.
Riloe, I’ve gotta know, do you watch Jacob Geller? this video reminds me of his recent video talking about the history of fidelity in Gaming, and I’ve gotta say I am here for it. I really love the analytical angle you’ve been taking in your content, and think you would really benefit from branching into new spaces beyond comprehensive looks at specific titles. hope to see more content like it in the future!
Now that you mention it, yeah. They do share a similar narration style. And, if you like both of them, please do yourself a favor and check out Jam2go.
I actually don’t really watch gaming youtube videos at all, just movie based stuff here and there! My all time favorite gaming youtuber is Noah Caldwell Gervais.
@@riloegaming Jacob Geller is more "media critique/video essay" than strictly video games. He talks a lot about video games, but he has done movies, art, books and more. He mostly talks about games, but he generally does so as a jumping off point or to use it to discuss ideas, much like what you do in some of your videos! I would recommend checking him out, especially if you Like Noah Caldwell Gervais.
Amazing video, i didn't realise how many games there are out there that have such interesting mechanics. I was really hoping you would have mentioned at some point the finals as having a fully destructible world really add a whole new level of strategy.
Outside of that, I really feel like VR must also have plenty of ways of playing that haven't been imagined yet. Playing half life alyx for example made me realise that the mundane aspects of rummaging through drawers or moving around boxes to find things feels so good. I can't wait for those mechanics to get developed and maybe find their way in pvp games too.
Surprised you didn't go with the Descent series when talking about "no gravity"
I was so overwhelmed by Hyper Demons Visuals until you explained what the stuff on screen meant. It instantly got way more logical & less overwhelming. It's crazy how the brain cleans up when it knows how
it's one of those things where it looks utterly incomprehensible until you play it for 5 mins or someone spends the same time explaining it to you
HYPER DEMON MENTIONED RAAAAAAH
Cheers! Love this channel so much
not mentioning The Finals beyond a throwaway second or two of trailer footage in this video felt like a crime
definitely the most innovative competitive shooter i’ve ever played
I work as a QA tester and tend to play and keep track with upcoming games a lot, personally the thing that i find really intriguing for the future of gaming is : Server meshing. Star Citizen is currently working on it. but it could be a innovation that changes the way online games are played forever.
just in 2 years since 2014. But yeah it would kinda fit the 20 year time schedual
0:34 what game/cinematic is this with the slo mo AK?
Boundary. Sadly that game is dead....
Holy shit I was not expecting to see a Delta Force clip in the beginning. Absolutely loved playing that growing up
SUPERHOT is the most innovative shooter I've played in years! No plot, no anything. Just killing red guys!
... *SUPERHOT* has no plot? I wonder if we were playing the same game... _my_ experience of *SUPERHOT* was a dystopian hellscape where gamers/hackers were tricked, and then coerced into acting as killers-for-hire by shadowy government/corporate forces on pain of death. But maybe _your_ *SUPERHOT* was different?
Amazing video! I’d love to hear more about your predictions for the future! Voxels are awesome, especially as you described their future potential, but what about other avenues of progression?
To me, it’s those micro-interactions that matter most. If you’re trying to hop in a vehicle, but you have to be in juuust the right position to press the button to enter, it can be a major annoyance.
As another commenter mentioned, Halo adding a 1-button grenade feature blew everyone’s mind. But it’s just a QoL feature at the end of the day.
To me, it’s these QoL features that create breakthroughs. Sometimes they’re big creative moves, like mouse-aim and Apple’s touchscreen phone, and sometimes they’re much smaller, like aim-down-sights and sprint slides. All were (arguably) equally important breakthroughs, but many of our staple mechanics are just QoL improvements.
If a game is otherwise just another FPS in the market, but it has something small that makes it that much more fun to play, it becomes the new meta.
That’s just my 2 cents. I’m super interested to hear more of your thoughts on this topic!
Now I want a null g shooter where your weapon recoil is actually taken into account.
Fire a shotgun, and you are just sent spinning. 😂
Realism stops at the point it breaks fun. Imagine why hardcore sims where each body part takes damage or gets disabled arent popular. But if yhe recpil just pushed you back that could still work ok, the problem here is its too much learning for casual aufience thetefore any 3d shooter thats not a spafeshipgamr will be too much for most. I remember the zero G ship section grom crysis 1 because it wad frustrating until you learn to let it center to the default orientation.
@635574 on no, in first person, it would be horrible. But imagine a more comedic third-person space shooter in a similar vein to Screen Cheat.
I could see that working decently well as a VR type game, as you could position your shots in a way to propel yourself across the map, acting as both a movement mechanic AND a puzzling negative feedback. It would certainly require its own shooting style to account for Center of Gravity
When you fired in boundary you actually did start floating backwards, it was pretty severe with the high powered rifles
>acquires minigun
>new propulsion method discovered
i think bodycam is an interesting development with it's manual aiming thing
Whats the jungle track starting at 2:20?
Man this is a great vid, actually touching on first instances too. Shattered Horizon was the first game I thought of when zero G was mentioned
I’m surprised you didn’t mention the finals. It is the first fps game with map wide destruction. I literally can’t go back to any other fps just because of the destruction, it creates such a high skill ceiling when it comes to map knowledge. It also creates such diversity in each game.
Battlefield Bad Company 2?? Battlefield 3?? Battlefield 4??
@@9999crazymonkey everyone of those games had parts of the environment you literally could not destroy. Sure they had destructible environments, but not what the finals has. Anything you can see in the finals can be destroyed
Interesting stuff about in-game perception! I want to add that (i think) when sound-design got better we also used our stereoscopic hearing as means to "see more".
Shattered Horizons (i remember seeing some videos when that got released) and Boundary (did miss that one, sadly) do remind me of the game Descent.. I was a bit obsessed with the concept "Six Degrees Of Freedom" (aka 6DOF) ..and how one would use controls to move around with it intuitively. "Overload" is a cool descendant from Descent.
edit: just now saw your other video today on Hunt Showdown, where you touch upon stereo sound "feel" of surroundings ..heh i honestly saw that after making this comment
Yeah I really wish specter divide did better it goes to show people don’t want a new thing just a reskin of what they are used to
Idk if that's necessarily the case. There are a lot of factors. Marketing for it has been near non-existent. I know about it because I played the early access playtests before it even had a name, which is also where I found, it just doesn't click with me well. It's hard to really say exactly what it is, but something about the maps, the guns, the economy systems, just doesn't click that well for me personally, and from what I hear, many others as well. I like Valorant and CS, and play other more tactical shooters like r6 and even Tarkov and such, so it definitely isn't a genre thing, it's a game specific thing. Meanwhile, Fragpunk looks absolutely amazing and exciting and interesting, while being in the same genre and doing many things differently than it's contemporaries. There are a lot of reasons Spectre Divide hasn't found success, and it definitely is not because people don't want a new thing
@@s1mp_licity38 the maps are a big factor, they are all very samey. A large part of CS map design is that every area is unique in it's look. Spectre clutters the map with boxes that are similar sizes and colors.
@haiperbus That probably definitely plays a part. The whole look of the game is also weirdly generic, while being unique. It's unique because its a ton of generic looking visuals smashed together so it feels familiar, but also not. Same with the gunplay and movement. It feels like cs to move around, but somehow slower still, and then the gunplay looks closer to something like siege, but then feels more similar to value not in a good way either because it feels like a combination of the two with the ads. The guns themselves feel weird and the pairings pretty much always force you into using a gun you don't like very much, or are just kind of strange. And ik you can go through a list to get the pairing you want basically, but it makes the buy menu so much more cluttered and hard to work through while also needing to get you and your spectre placed before the round starts while you have the click teleports. Pre-round feels WAY too busy, and then mid-round is confusing and plays weird, gunfights feel off. It's like it can't decide between being a smooth play experience more similar to siege with smoother movement and mobile shooting, or more tactical like cs with immobile shooting and slower player speeds
Boundary had another super innovative mechanic, and it was sound. In the micro atmosphere of the maps sound falls off super quickly BUT if you stick yourself to a surface like a wall you can hear all along its mass as vibrations travel through the object. Basically any cover you stick yourself to becomes a big ear to listen for movement or impacts across its body. Also some areas could be pressurized / depressurized and areas with pressure would carry sound much farther.
Game at 12:36?
Battlefield 2042
@@riloegaming Thanks, thought it was Squad.
That transition at the 3:40 marker from CoD2 to BF1 was mint and so seamless i doubt people actually picked up on it. Such a dope edit
What game is at 14:00
john lin's unreleased voxel engine
@@Gabriel-mw5ro disappointing but thank you
Cheers on the amazing video. I love videos where you talk about the gaming medium and FPS genre as a whole rather than a specific game.
Health regen was never considered groundbreaking but lazy. Which it remains.
The fact he uses Halo CE as an example, he is also referring to shield health.
I had a thought once, that it might be interesting to design a game around the assumption the player is a natural flyer. Games currently either use jetpacks with limited fuel, or aircraft which imposes strict restrictions on how you move and interact with the world.
you deserve to be huge in youtube man just keep going
One FPS that I really enjoyed playing was Sector's Edge. Much like Teardown it had the whole destructable voxel environment shtick as well as being able to build stuff like walls and staircases. This allowed for a really fresh and new gameplay where every match would play out differently, and the map would look and play entirely different each match. I really wish that it ended up more popular than it was because when it was populated, it was really fun
You have a good voice and cadence for narration. Subbed
The next thing are "emotional landscapes" in VR. ❤
Cheers Riloe, sure, I'll love to hear more about the most influentials games of all time. Continue what you're doing, you're one of my favourite creator
I'm really, really surprised you didn't talk about The Finals
0:31 when mirror’s edge is mentioned I have to say something 😂 It always surprises me how well it’s aged.
cheers, i love your videos, binged watched all of them. such a big fan now and made me try and love games i never knew existed and would never try without you putting a spot light on them
a truly innovative fps game would be one where even, I, who cant aim could do well in
@@bucketofcereal3711 that would be a truly innovative you 🫵
You make such insightful videos. I have often spoken to my friends about this exact topic, and I had all the same examples and ideas! Glad someone feels the same as I do, and has the ability to put it into such eloquent words and into such a well edited video. Kudos, friend.
Sick video. Great commentary on the fps space in gaming.
cheers, first video of yours, banger as far as I can tell. Definitely interested in the most influential video games
I cheer for your ability to show some really interesting ideas and make us think about the games we play in a different light.