Right off the bat there's the subtle difference of the knight swinging his sword even when the player is at the edge of the platform. In the final game, the knight will only walk up to the edge and do his stab attack, or try to stomp on the player. I'm curious why the player ended up in the water -- did the sword originally send Wander further away, or was this lightning in a bottle to get that distance? Gaius' left hand comes a lot closer to his head in this E3 Demo than in the final game too, and it looks like he even touches Wander and his own head at some points. Gaius' responses to Wander being at his shoulders and waist feel quicker and more violent in this version as well. IIRC, the ending parts of those animations are different from in the final game to boot. Thanks again Team Stage 0! By the way, I hope you're all having a Happy Easter!
The plataform that he hits looks like it's made of glass, that's pretty cool, and the full fight is actually programmed too! Awesome job guys, keep it up!
So Gaius was pretty much finalized fairly early on. Only real difference is you have an easier time getting to him. Makes me wonder if falling out of the arena in the final version is possible since it looked like Wander got flung quite a ways from that hit. I don't think I've ever seen anyone test leaving the arenas when fighting a Colossi before now that I think of it.
@@lanceuppercut6168 the battle music stops but the distance you can leave the colossi varies, in case for gaius you can go a little bit into the path where you first run into to get to the arena and the screen just cuts to the death screen
@@EliteY33t2 I’m pretty sure it only cuts to the death screen in time attack and reminiscence mode, as one time I remember raging at argus’s battle so I left the arena and saved at the nearest save shrine back when I was playing the game for the first time
Or rather, here, just take the link. mega .nz/file/MSwEga4b#J0uXIN8KHC7ktKhkuBTPQNIsp2wJ-ffQgOCk44KAUR0 Remove the space before .nz open the debug menu with L1+L2+Square+Circle+D-Pad Left, then while holding those all, press Select To activate free cam in the "E3 Debug Test .iso," Set "CamMode set0 onInGame" to "1" Use controller 2 (Which you may need to bind) to move the camera with the sticks. Hold R2 on Controller 2 to change from right stick look up/down to strafe up/down
Right off the bat there's the subtle difference of the knight swinging his sword even when the player is at the edge of the platform. In the final game, the knight will only walk up to the edge and do his stab attack, or try to stomp on the player. I'm curious why the player ended up in the water -- did the sword originally send Wander further away, or was this lightning in a bottle to get that distance? Gaius' left hand comes a lot closer to his head in this E3 Demo than in the final game too, and it looks like he even touches Wander and his own head at some points. Gaius' responses to Wander being at his shoulders and waist feel quicker and more violent in this version as well. IIRC, the ending parts of those animations are different from in the final game to boot.
Thanks again Team Stage 0! By the way, I hope you're all having a Happy Easter!
The plataform that he hits looks like it's made of glass, that's pretty cool, and the full fight is actually programmed too! Awesome job guys, keep it up!
Wow, they nerfed Gaius's belly shake a lot in the final version. Here he shakes much more violently
So Gaius was pretty much finalized fairly early on. Only real difference is you have an easier time getting to him. Makes me wonder if falling out of the arena in the final version is possible since it looked like Wander got flung quite a ways from that hit. I don't think I've ever seen anyone test leaving the arenas when fighting a Colossi before now that I think of it.
i left the arena once because i was a scares kid, nothing happens the colossu just wait you to come back
@@nome9752
Does the battle music keep playing if you go explore the rest of the map, or does it stop once you get a certain distance away?
@@lanceuppercut6168 It stops once you get a certain distance away
@@lanceuppercut6168 the battle music stops but the distance you can leave the colossi varies, in case for gaius you can go a little bit into the path where you first run into to get to the arena and the screen just cuts to the death screen
@@EliteY33t2 I’m pretty sure it only cuts to the death screen in time attack and reminiscence mode, as one time I remember raging at argus’s battle so I left the arena and saved at the nearest save shrine back when I was playing the game for the first time
Was wondering when the next Colossi location video was coming?
Nice
Gaius had black fur in this Demo then in the Final release Gaius had blue fur
oh damn
Will this Wisi debug version be ever released to the public? I would love to try to play them myself.
It’s linked in the discord for Beyond the Forbidden Lands.
Or rather, here, just take the link.
mega .nz/file/MSwEga4b#J0uXIN8KHC7ktKhkuBTPQNIsp2wJ-ffQgOCk44KAUR0
Remove the space before .nz
open the debug menu with L1+L2+Square+Circle+D-Pad Left, then while holding those all, press Select
To activate free cam in the "E3 Debug Test .iso,"
Set "CamMode set0 onInGame" to "1"
Use controller 2 (Which you may need to bind) to move the camera with the sticks.
Hold R2 on Controller 2 to change from right stick look up/down to strafe up/down
@@AstraLeeYT Great useful info. Appreciate it!
Thanks a bunch
@@AstraLeeYT Is it possible to fight the colossi in this version?
@@TheAntlionGuard no idea. I don’t fully understand how to use it
He durpy
Nice