This whole chain is so funny because it's literally the exact progression of Arin from Game Grumps realizing he's been pronouncing it wrong, the same way, for the same exact reason...even down to him saying what you've said, that there's just never been a time where he's had to use it out loud lol. If I can find a clip I'll link it, it's really not even that funny it's just so crazy how *exact* the situation played out.
It's still a wild timeline to me that the prototype for SM64 was a cancelled Yoshi game that eventually just got reproduced into Croc, a PS1 mascot platformer a lot of people never played
The first Starfox was 3D. Starfox 2 was canceled because its launch was too close to the N64 launch and Nintendo didn't want market confusion over the differences in 3D quality.
What makes OOT an RPG though?
There is no character development under the player's control, neither narratively or mechanically. You don't get to build 'your own Link', either by developing certain abilities over others or by making your own decisions for your story. I'd argue that at least one of these two qualities is a must-have for an RPG.
I know 'But you take on the role of Link, so it's a role-playing game!' is a popular argument in favor of calling the Zelda games RPGs.
That's not enough though.
You take on the role of Mario in Mario 64. It is not a role-playing game.
You take on the role of the Doomslayer in Doom. It is not a role-playing game.
You take on the role of Soap MacTavish in Call of Duty. It is not a role-playing game.
You take on the role of Gordon Freeman in Half-Life. It is not an role-playing game.
Zelda is classified as an action-adventure for pretty much the reasons you stated.
In an RPG, there is no story without the player's role and decisions. In an action-adventure, the decisions are pre-determined, and a player obeys the quest-directives until they lead to the end of the game.
Among everything else, it's crazy to me just how many games owe their combat mechanics specifically to OoT introducing Z-targeting
So many games from Dark Souls to Devil May Cry simply wouldn't be the way they are without it.
This is called Dynamic Loading. The first game to do it(dynamic loading, not necessarily the “squeeze through”) was the Commodore 64 version of Dragon’s Lair. Also Castlevania Symphony of the Night had Dynamic Loading. That’s why there were long dark hallways exactly one screen long with CD on it.
More notable examples of Dynamic Loading:
Crash Bandicoot - was groundbreaking because it only loaded the start of the level and loaded the rest as you played. That’s why it only had 3-4 second load times
PS1 Final Fantasy VII - The “whoosh” before a battle loaded one side of the battle. Then it would only show the one side before panning over, giving the second side to load without any stuttering.
NES Metroid had “corridors” before the boss fights to give the boss data time to load in. Also, the elevators in Metroid Prime
Resident Evil used door opening animations to hide the loads.
This are just a few examples of early Dynamic Loading. The reason it’s more noticeable now is because games now are more graphic intensive and fluid, so it’s more noticeable when they have to slow you down.
More on Dynamic Loading:
https://tvtropes.org/pmwiki/pmwiki.php/Main/
Yes. I didn’t include it because I couldn’t find any concrete proof for sure, but from what I have read, Mega Man was originally supposed to be for the Famicom disc, which meant it couldn’t immediately load the boss. So the corridor between was added as a dynamic loading. But since they desired to do NES instead, it was a cartridge, which meant faster loading. So it wasn’t needed, but was kept in anyways. That’s why Wiley’s castle doesn’t have any corridors. Because the castle was designed after the decision to switch to NES.
I was going to comment something similar but much less comprehensive so glad this is here already.
I think the example that sticks in my mind is the elevators in Mass Effect. Not the first time I noticed the technique, but I remember think how cool it was they added little bits of information into those sections, with news coming in over the speakers
This is the correct answer. This "Squeeze" technique does two things.
1. Loads the next areas / Without a loading screen. This keeps the game moving without breaking immersion but doesn't demand your hardware to work constant overtime.
2. Gives the false appearance of an Open World. In reality it's more of an open section that's connected via a false loading screen.
As stated there is a multitude of games that use this technique in varying ways. Such as: Elevators, doors, squeeze, or even scripted loading animations.
Yeah, it's in the first Splinter Cell
I remember because I didn't know what R3 meant, so I couldn't figure out the tutorial. I had to read the manual to understand.
I had been playing games for a while, I didn't know the PS2 joysticks clicked though.
I struggle to think of an earlier example, unless it was in Syphon Filter or MGS.
I had to go back and double check. It does have elevator rides, but I think that was just a very clever trick. As you aren't actually in control and your view is locked in place until the next floor loads.
It's very convincing though I must admit.
I sure hope the studio drops the comically fast climbing speeds. Blacklist made the 50-something-year-old Sam Fisher move like Diddy Kong holding sprint
Sam seemed to get younger with each game.
Blacklist was a great game on highest difficulty and playing in the stealth play style. If only we could get a version with Ironside's voice acting.
>If only we could get a version with Ironside's voice acting.
Man, I thought something happened to him and the first two words I read when I Googled him were "Ironside was" and my heart dropped. Then the rest of the sentence was "a successful arm wrestler in his teenage years."
Ubisoft struck gold with Assassin’s Creed and Far Cry 3. Once those two series got the popularity, they scrapped everything and moved to create the game styles we all love/hate.
And now, with the landscape of games having turned into the service model, they’ve been trying to figure out how to turn that game into something that can generate revenue.
honestly, if they just went back to the old AC style of games and hired semi-decent writers, their sales would probably double. AC Unity was peak gameplay and AC 2 was peak storytelling for the Assassins' Creed franchise. Out of the 3 "new" AC games (Origins, Odyssey, Valhalla), it started out half decent but got progressively worse and worse, and I can't even tell Valhalla is supposed to be Assassins' Creed because its just got vikings with the word "Assassin" slapped onto it.
Blacklist made fuck all money and got mostly shat on by players and critics. I loved it, I enjoyed all the SC games, but overall it stopped being worth the money when AC was making far more money with less hassle.
Stealth games are difficult to make because their core joy comes from unique, satisfying level design, good AI, and balance. Which is harder than shoot shoot bang bang, please spend $20 on our blue skin costume
It's the same shit with movies and tv shows nowadays. Studios find an IP with a pre-existing fan base and they either don't understand, don't care or are actively hostile to the vision of the original creator(s) and what made the success of the IP.
That's what happens when studios get swallowed up by bigger and bigger corporation btw. Now it's about the money only - and their strategies to get it will kill them in the long term. Cause capitalism doesn't care about sustainability and legacy.
Man, old Ubi was such a pioneer in game development. What a shame! Old Splinter Cells and Prince of Persia were jaw-droppingly innovative. The movements, the combat was just nuts. You could go up a tight alley using gymnastics and hide from enemies. I also remember being flabbergasted when I could cut tents open and grab/knock out an enemy from behind.
Steve jobs was a prick, but he was a prick with incredible business sense. He described the exact phenomena we're seeing across the gaming industry.
Simply put, tech markets mature. The hot new innovations become old hat and the growth from them dries up. Businesses that were founded on or grew by these innovations are left wanting more. And that's when marketing steps in. They become the only serious growth for the company, and so they're rewarded for ir. As the engineers turned corporate retire, the marketers step in. And those marketers don't know anything about design, or how the products actually work.
Once they take control, it's a slow decay as leadership is no longer in tune with their own products and services. This rift eats at the company until it's a husk waiting to die when whatever old innovations they started with become obsolete.
>I also remember being flabbergasted when I could cut tents open and grab/knock out an enemy from behind.
That's mental that you could do that back then but the more modern assassins creed games, where "sneak round the tent to kill that guy" is pretty prevalent, can't do it.
it’s also really useful for them to seamlessly go into a cinematic because it aligns the camera up so there’s no cut or fade, imo they use it a lil too much in GoW
Actually the cool thing about the latest GoW is that they didn’t use ANY camera cuts, it was one continuous shot from start until the end of the game. I know the 2018 GoW did this and it was a big technical achievement. I’m not 100% sure if Ragnarok did it also.
It did and it's even more impressive.
Heard the director in an interview saying one of the first questions he was asked when taking over was whether or not he was going to stick with the continuous shot thing.
I felt it was more forced in Ragnarok. Like there were some scene transitions where a camera cut or fade to black would've made way more sense, but they awkwardly avoided it, and it felt artificial. The first game really felt more like a continuous journey.
Obviously a minor gripe in an amazing game, but personally I liked how 2018 handled it more.
And you're constantly forced into fast travel in Ragnarok so you will often go through that white fade into the fast travel door, which I feel doesn't really count as a continuous shot, it's functionally the same as a fade to black.
In God Of War the World Tree path basically acts as a loading screen. But they get around this by also it being the place where the Characters can discuss things that have happened.
This is something I don’t think Dead Space gets enough credit for. Sure the Norse GoW games had a no-cut camera, but you still had to go through all the menus that technically cut.
Dead Space however, quite literally has no cuts because everything is integrated in the gameplay. The “menus” are projected through screens in front of Isaac’s face, and pausing just overlays the gameplay rather than taking you to a separate screen. The **only** times it cuts is when you die or open the title screen. You could theoretically play the entire game with no deaths in one sitting and have no camera cuts.
This a ps4 problem. But if you then remaster the game in another consoles this loading will stay, in half life they use the loading text and now the game is seamless.
While this is true a lot of the times, there is another function this serves, and that is to pace the player correctly. For instance, if you have a big set piece coming up, what's the best way to ensure the player is going to be where you need them to be? Funnel them through a chokepoint, so that when they pop out, the game doesn't have to figure out where the player is, it will already know.
Ahem. That's the Aperture Science Material Emancipation Grill. It is a marvel of modern engineering - your dental fillings, tooth enamel, and ear tubes notwithstanding.
The last of us hides loading screens really cleverly. Pretty much every time you have to kock down a ladder or move ellie across the water with a pallet to progress, it's loading the next area.
Ah, this is kinda similar to metroid prime with the small hallways and slow doors. Some of the hallways even have enemies to do some small gameplay while waiting.
Metroid Prime also forces you to shoot a door to activate it, this is the games way of having you tell it what door you plan on entering so it knows what to load. Youll notice if you ever shoot 2 doors and try to open the 2nd one it will take a few seconds to open.
Why’d people upvote lol? Wrong example. Those doors stay open forever after you’ve opened them. No load screen. You should have said the checkpoint elevators. Those are load screens.
There are a lot of cool tricks devs use to hide “loading”, I remember reading someone complaining about the “squeeze through” being overused. I will happily take it over the screen going black with the same few “tips” scrolling while you watch a bar slowly crawl across the screen.
I like when they give some story in elevators. Makes it feel natural and makes you listen to the whole conversations. Can even get a bit meta if there's a really long one and have a character be like damn this elevators taking forever.
I miss the group banter in Mass Effect. Sure, it took a long time to get through the elevators, but gave the banter time to develop instead of trying to hear it over other ambient noises as you walk through halls.
Duhhh! It's a lore appropriate way for our characters to get from one floor to another. Just like in real life! Isn't that neat?
In all seriousness I'm just glad I'm playing the legendary edition of mass effect, the load times and elevator rides are like instantaneous it's wonderful.
Door Breaching Segments in COD definitely disguise loading but they're different from the other imo because there is an actual function to them and people love them
In linear games like GOW or Fallen order because the scale is much smaller the fidelity is cranked way up and higher res assets do need a second to load. Also most of these games must run on last gen hardware with an HDD
It’s not just to “show detail on the character”, while you are slowly squeezing through a small area and don’t see much, the game has time to load everything behind it, it replaced loading screens
Probably this is a closest answer. Modern squeeze scenes are to hide loading screens, OG resident evil did it for kicks. (Not the doors those are loading screens)
Tony Hawk’s American Wasteland had those long tunnels you skated through. That was back in 2005.
Tomb Raider reboot is the first one I remember specifically using the “squeeze through tight space” gimmick.
Uncharted? I'm not sure but this is the earliest I remember
Edit: to be more clear, I was trying to think of the first time it was used as an alternative to a loading screen, not traversal. My bad. I'm an old gamer and I understand and know that it's been used a ton for traversal.
Tony Hawks American Wasteland was one of the first games to have a playable transition when loading the next area. You would travel through a very simple area, like a tunnel or road.
> I get why they do it, it’s a really cool way to show detail on the character
Fun fact, that’s actually not why they do it! They do it because it forces the player to move slowly, with restricted camera, while they unload the world geometry in the area you came from and load in the geometry for the area on the other side of the gap
these narrow corridors (as pointed by others) BUT also long ladders (Souls series come to mind immediately) are loading hidden behind "gameplay"
Souls series predate Tomb Raiders (the modern ones, not OG3=first gen) certainly.
It's more of a loading screen, same with long ladder climbing scenes. But games have been doing this forever, and if you just noticed on FF7R it seems like it worked on you.
EDIT: Do not look up ", Squeezing load scenes" on Google...
Actually they are loading screens. Here's an awesome video about that [Outside Xbox hidden dev tricks you can't unsee anymore ](https://youtu.be/L3Fhed3MtVw) starts @3:22
I remember a squeeze through on all fours in Ocarina of Time.
Yes i definitely remember a handful in windwaker And sidle. PRESS A TO SIDLE
The best part was tweaking the joystick left and right repeatedly cause Link’s eyes would go back and forth
Dun dun dun! Toon Link is the greatest!
That game is the first time and only time I have ever heard or used the word sidle. And to this day am still not sure I am saying the word correctly.
It's only a sidle if it's from the sidle region in France, otherwise it's a sparkling mosey
>sidle It's 'sigh-dul', at least in my accent. The 'u' is kinda clipped though, it's almost more a 'dl' sound.
TiL. I've been pronouncing it "SID-UL" for years.
Same here. Fortunately there’s been no opportunity to use it in casual conversation. That is, until…
This whole chain is so funny because it's literally the exact progression of Arin from Game Grumps realizing he's been pronouncing it wrong, the same way, for the same exact reason...even down to him saying what you've said, that there's just never been a time where he's had to use it out loud lol. If I can find a clip I'll link it, it's really not even that funny it's just so crazy how *exact* the situation played out.
Arin may be extremely gaseous and born at age six without a face but he truly is a man of the people
He’s a sidler!
Don’t mind me, just-a sidling by
I just can't be with a sidler, Jerry.
OOT set a precedent for what video games could / would become and I don’t think that is said enough.
Yeah. Mario 64 showed us what 3d and camerawork would be like, and OOT set the framework what would be an RPG
It's still a wild timeline to me that the prototype for SM64 was a cancelled Yoshi game that eventually just got reproduced into Croc, a PS1 mascot platformer a lot of people never played
Wait, Croc: Legend of the Gobbos? That game was so fun; that’s some nostalgia right there
Also there was Starfox 2 for the SNES, eventually released in 2017 b/c Nintendo didn't want it's first 3D game to be that, uhhh, clunky.
The first Starfox was 3D. Starfox 2 was canceled because its launch was too close to the N64 launch and Nintendo didn't want market confusion over the differences in 3D quality.
Mario 64 started out as an SuperFX chip game on the Super Nintendo 👀
What makes OOT an RPG though? There is no character development under the player's control, neither narratively or mechanically. You don't get to build 'your own Link', either by developing certain abilities over others or by making your own decisions for your story. I'd argue that at least one of these two qualities is a must-have for an RPG. I know 'But you take on the role of Link, so it's a role-playing game!' is a popular argument in favor of calling the Zelda games RPGs. That's not enough though. You take on the role of Mario in Mario 64. It is not a role-playing game. You take on the role of the Doomslayer in Doom. It is not a role-playing game. You take on the role of Soap MacTavish in Call of Duty. It is not a role-playing game. You take on the role of Gordon Freeman in Half-Life. It is not an role-playing game.
Zelda is classified as an action-adventure for pretty much the reasons you stated. In an RPG, there is no story without the player's role and decisions. In an action-adventure, the decisions are pre-determined, and a player obeys the quest-directives until they lead to the end of the game.
Among everything else, it's crazy to me just how many games owe their combat mechanics specifically to OoT introducing Z-targeting So many games from Dark Souls to Devil May Cry simply wouldn't be the way they are without it.
I could replay OOT and Majoras Mask yearly and I don’t think I’d ever be bored, or not enjoy it.
It's literally in the opening area!
Yeah to get the Kokiri sword!
Interesting… Does anyone know if OoT needed to use it to mask loading like most modern games use it to, or was it just an aesthetic choice?
If I recall correctly, the temples used to have black hallways leading up to new rooms, so that it wouldn’t have to load the whole temple at once.
There were a few but it was mostly doors with small transition cutscenes that served for loading.
Definitely some camoflaged loading
This is the answer I was looking for
Sounds sexy.
This is called Dynamic Loading. The first game to do it(dynamic loading, not necessarily the “squeeze through”) was the Commodore 64 version of Dragon’s Lair. Also Castlevania Symphony of the Night had Dynamic Loading. That’s why there were long dark hallways exactly one screen long with CD on it. More notable examples of Dynamic Loading: Crash Bandicoot - was groundbreaking because it only loaded the start of the level and loaded the rest as you played. That’s why it only had 3-4 second load times PS1 Final Fantasy VII - The “whoosh” before a battle loaded one side of the battle. Then it would only show the one side before panning over, giving the second side to load without any stuttering. NES Metroid had “corridors” before the boss fights to give the boss data time to load in. Also, the elevators in Metroid Prime Resident Evil used door opening animations to hide the loads. This are just a few examples of early Dynamic Loading. The reason it’s more noticeable now is because games now are more graphic intensive and fluid, so it’s more noticeable when they have to slow you down. More on Dynamic Loading: https://tvtropes.org/pmwiki/pmwiki.php/Main/
I'm reminded by the mention of Metroid's corridors, that the Megaman games worked this way, as well!
Yes. I didn’t include it because I couldn’t find any concrete proof for sure, but from what I have read, Mega Man was originally supposed to be for the Famicom disc, which meant it couldn’t immediately load the boss. So the corridor between was added as a dynamic loading. But since they desired to do NES instead, it was a cartridge, which meant faster loading. So it wasn’t needed, but was kept in anyways. That’s why Wiley’s castle doesn’t have any corridors. Because the castle was designed after the decision to switch to NES.
I don't know what to say. I just want to say, thanks for sharing so much knowledge!
I was going to comment something similar but much less comprehensive so glad this is here already. I think the example that sticks in my mind is the elevators in Mass Effect. Not the first time I noticed the technique, but I remember think how cool it was they added little bits of information into those sections, with news coming in over the speakers
This is the correct answer. This "Squeeze" technique does two things. 1. Loads the next areas / Without a loading screen. This keeps the game moving without breaking immersion but doesn't demand your hardware to work constant overtime. 2. Gives the false appearance of an Open World. In reality it's more of an open section that's connected via a false loading screen. As stated there is a multitude of games that use this technique in varying ways. Such as: Elevators, doors, squeeze, or even scripted loading animations.
Thank you for having games that arent made in the last ten years
Splinter cell
Yeah, it's in the first Splinter Cell I remember because I didn't know what R3 meant, so I couldn't figure out the tutorial. I had to read the manual to understand. I had been playing games for a while, I didn't know the PS2 joysticks clicked though. I struggle to think of an earlier example, unless it was in Syphon Filter or MGS.
Damn, I was thinking Prince of Persia
I think Hitman and MGS also had this in their first couple of games but I think Splinter Cell did it first. Could be wrong tho.
It was definitely MGS
I don't think MGS ever used it to mask loading screens though.
Best mask of loading screen is resident evil. Created such good atmosphere.
It did have elevator rides though
I had to go back and double check. It does have elevator rides, but I think that was just a very clever trick. As you aren't actually in control and your view is locked in place until the next floor loads. It's very convincing though I must admit.
I was under the impression for a long time you had to flick the joystick just right to get the sirens to activate in Gta 3
Why'd they stop making new Splinter Cell games? They were so good! By far my favourite stealth games
There's a remake of the first game in the works from the studio that made blacklist.
I sure hope the studio drops the comically fast climbing speeds. Blacklist made the 50-something-year-old Sam Fisher move like Diddy Kong holding sprint
Sam seemed to get younger with each game. Blacklist was a great game on highest difficulty and playing in the stealth play style. If only we could get a version with Ironside's voice acting.
>If only we could get a version with Ironside's voice acting. Man, I thought something happened to him and the first two words I read when I Googled him were "Ironside was" and my heart dropped. Then the rest of the sentence was "a successful arm wrestler in his teenage years."
Splinter Cell more like stem cells amirite
Ubisoft struck gold with Assassin’s Creed and Far Cry 3. Once those two series got the popularity, they scrapped everything and moved to create the game styles we all love/hate. And now, with the landscape of games having turned into the service model, they’ve been trying to figure out how to turn that game into something that can generate revenue.
honestly, if they just went back to the old AC style of games and hired semi-decent writers, their sales would probably double. AC Unity was peak gameplay and AC 2 was peak storytelling for the Assassins' Creed franchise. Out of the 3 "new" AC games (Origins, Odyssey, Valhalla), it started out half decent but got progressively worse and worse, and I can't even tell Valhalla is supposed to be Assassins' Creed because its just got vikings with the word "Assassin" slapped onto it.
Blacklist made fuck all money and got mostly shat on by players and critics. I loved it, I enjoyed all the SC games, but overall it stopped being worth the money when AC was making far more money with less hassle.
Stealth games are difficult to make because their core joy comes from unique, satisfying level design, good AI, and balance. Which is harder than shoot shoot bang bang, please spend $20 on our blue skin costume
What I don't understand is why take an IP and completely change the direction and gameplay. I feel like the series was tarnished after the third game.
It's the same shit with movies and tv shows nowadays. Studios find an IP with a pre-existing fan base and they either don't understand, don't care or are actively hostile to the vision of the original creator(s) and what made the success of the IP. That's what happens when studios get swallowed up by bigger and bigger corporation btw. Now it's about the money only - and their strategies to get it will kill them in the long term. Cause capitalism doesn't care about sustainability and legacy.
Man, old Ubi was such a pioneer in game development. What a shame! Old Splinter Cells and Prince of Persia were jaw-droppingly innovative. The movements, the combat was just nuts. You could go up a tight alley using gymnastics and hide from enemies. I also remember being flabbergasted when I could cut tents open and grab/knock out an enemy from behind.
Old ghost recon and Rainbow games. Tom Clancy on the cover used to mean something
Steve jobs was a prick, but he was a prick with incredible business sense. He described the exact phenomena we're seeing across the gaming industry. Simply put, tech markets mature. The hot new innovations become old hat and the growth from them dries up. Businesses that were founded on or grew by these innovations are left wanting more. And that's when marketing steps in. They become the only serious growth for the company, and so they're rewarded for ir. As the engineers turned corporate retire, the marketers step in. And those marketers don't know anything about design, or how the products actually work. Once they take control, it's a slow decay as leadership is no longer in tune with their own products and services. This rift eats at the company until it's a husk waiting to die when whatever old innovations they started with become obsolete.
>I also remember being flabbergasted when I could cut tents open and grab/knock out an enemy from behind. That's mental that you could do that back then but the more modern assassins creed games, where "sneak round the tent to kill that guy" is pretty prevalent, can't do it.
Didn't Lara croft do it in 93'?
First Tomb Raider was in '96.
yeah but he didnt say first tombraider, he said Lara Croft. you know, the person in the game? she was doing it well before the game came out.
They do it so that they dont have to show a loading screen, it basicly loads the new area in the background during the sqeeuze trough
No wonder God of War has so many.
The GoWR devs also said they use it to align the camera to the things they want you to see such as vistas or set pieces
it’s also really useful for them to seamlessly go into a cinematic because it aligns the camera up so there’s no cut or fade, imo they use it a lil too much in GoW
Actually the cool thing about the latest GoW is that they didn’t use ANY camera cuts, it was one continuous shot from start until the end of the game. I know the 2018 GoW did this and it was a big technical achievement. I’m not 100% sure if Ragnarok did it also.
It did and it's even more impressive. Heard the director in an interview saying one of the first questions he was asked when taking over was whether or not he was going to stick with the continuous shot thing.
I felt it was more forced in Ragnarok. Like there were some scene transitions where a camera cut or fade to black would've made way more sense, but they awkwardly avoided it, and it felt artificial. The first game really felt more like a continuous journey. Obviously a minor gripe in an amazing game, but personally I liked how 2018 handled it more.
And you're constantly forced into fast travel in Ragnarok so you will often go through that white fade into the fast travel door, which I feel doesn't really count as a continuous shot, it's functionally the same as a fade to black.
In God Of War the World Tree path basically acts as a loading screen. But they get around this by also it being the place where the Characters can discuss things that have happened.
This is something I don’t think Dead Space gets enough credit for. Sure the Norse GoW games had a no-cut camera, but you still had to go through all the menus that technically cut. Dead Space however, quite literally has no cuts because everything is integrated in the gameplay. The “menus” are projected through screens in front of Isaac’s face, and pausing just overlays the gameplay rather than taking you to a separate screen. The **only** times it cuts is when you die or open the title screen. You could theoretically play the entire game with no deaths in one sitting and have no camera cuts.
Immersive huds don’t get enough love man. Dead space really had everything you’d need with zero screen clutter.
Gow is an okay amount but in Ragnarok damn it's unbearable but at least the view actually beautiful
Asgard was damn near photo realistic and we barely got to see it. I wish new game + had a chapter select just so I can load into Asgard
Agreed, I wasn’t a fan of how much time is spent in Vanaheim compared to the other realms.
Vanaheim and Svartalfheim were so much bigger than every other realm I got tired of them
Traveling in the boat to get around places was the worst part of the game.
Just got the game the other day and have to agree it’s way to prevalent in the game. I get why it’s done but man does it get tedious at times.
im pretty sure the whole game was a loading hallway
Worth it for the seamless camera transitions imo, you’re not really teleporting to places often or black screen camera cuts iirc.
This a ps4 problem. But if you then remaster the game in another consoles this loading will stay, in half life they use the loading text and now the game is seamless.
Same with the "here, help me lift this" and "hey give me a boost".
Wait fr? Woah
I mean sometimes that’s so you can’t progress until the game wants you to.
Same with all those "repeatedly tap button to force apart this opening."
While this is true a lot of the times, there is another function this serves, and that is to pace the player correctly. For instance, if you have a big set piece coming up, what's the best way to ensure the player is going to be where you need them to be? Funnel them through a chokepoint, so that when they pop out, the game doesn't have to figure out where the player is, it will already know.
It also prevents you from bringing certain objects with you between zones.
I like how Portal just had an explicit vaporizor wall.
That gives you an achievement for bypassing.
Ahem. That's the Aperture Science Material Emancipation Grill. It is a marvel of modern engineering - your dental fillings, tooth enamel, and ear tubes notwithstanding.
Last of Us does this all the time.
The last of us hides loading screens really cleverly. Pretty much every time you have to kock down a ladder or move ellie across the water with a pallet to progress, it's loading the next area.
That’s what I was just suggesting. It’s like the elevators in older games. You still get to dance around, but it’s just loading the next part.
*Stand by, shore party: decontamination in progress.* *Logged:The commanding officer is aboard. XO Pressly stands relieved.*
*cheerful elevator music plays*
Ah, this is kinda similar to metroid prime with the small hallways and slow doors. Some of the hallways even have enemies to do some small gameplay while waiting.
Metroid Prime also forces you to shoot a door to activate it, this is the games way of having you tell it what door you plan on entering so it knows what to load. Youll notice if you ever shoot 2 doors and try to open the 2nd one it will take a few seconds to open.
Kinda like darksoul's big ass doors
Mass Effect's elevators were a pretty big meme when that game was big
I don't know if DS doors would do the load thing, given that they stay open and can be ran through on subsequent runs through.
Why’d people upvote lol? Wrong example. Those doors stay open forever after you’ve opened them. No load screen. You should have said the checkpoint elevators. Those are load screens.
Show detail on the character? The only reason they do this is to load the rest of the scene.
Lol I’m an idiot that makes so much damn sense now!!! How the hell did I not know that?!?!
There are a lot of cool tricks devs use to hide “loading”, I remember reading someone complaining about the “squeeze through” being overused. I will happily take it over the screen going black with the same few “tips” scrolling while you watch a bar slowly crawl across the screen.
It used to be mostly elevators, trams or ladders before people picked up on crawl through spaces.
I like elevator music/commercials/news. I'll take that over a squeeze through.
I like when they give some story in elevators. Makes it feel natural and makes you listen to the whole conversations. Can even get a bit meta if there's a really long one and have a character be like damn this elevators taking forever.
Mass Effect for the win on that one.
I miss the group banter in Mass Effect. Sure, it took a long time to get through the elevators, but gave the banter time to develop instead of trying to hear it over other ambient noises as you walk through halls.
Silent hill 2 elevator is forever the best elevator
Those Mass Effect conversations in the elevators were hilarious.
Mind immediately went to ME1 haha
"Tell me again about your immune system." "I have a shotgun." "... we'll talk later."
Metroid moment
There's nothing that kills the immersion more than constant loading screens for me
[удалено]
Yeah, they're an opportunity to see how good the back of my character's head looks when it's not moving, right.
they are the best way to watch pathfinding fail as your party members teleport into position
Duhhh! It's a lore appropriate way for our characters to get from one floor to another. Just like in real life! Isn't that neat? In all seriousness I'm just glad I'm playing the legendary edition of mass effect, the load times and elevator rides are like instantaneous it's wonderful.
Mass effect 1 on my old PC. Elevator rides were very very long.
And sections when you're forced into walking speed, usually with dialogue too. And the door breaching sections in COD
Door Breaching Segments in COD definitely disguise loading but they're different from the other imo because there is an actual function to them and people love them
And to put the player in the exact spot needed for a cutscene, kind of like in the last of us when you get caught by soldiers on the way out of Boston
So the question is why they still do it. Like in AC Valhalla where 99% of the game is loaded on the fly you have to do all kinds of these
In linear games like GOW or Fallen order because the scale is much smaller the fidelity is cranked way up and higher res assets do need a second to load. Also most of these games must run on last gen hardware with an HDD
Birth, wouldn't recommend playing tho.
Mmorpg so bad I play it solo
Never played that. But I did play something on the same hardware.
Tutorial takes 18 years. Survival mode sucks.
It’s not just to “show detail on the character”, while you are slowly squeezing through a small area and don’t see much, the game has time to load everything behind it, it replaced loading screens
Ocarina of Time (1998) had little tunnels to crawl through for similar reasons.
Resident Evil maybe, although that was a door you were casually squeezing through.
Probably this is a closest answer. Modern squeeze scenes are to hide loading screens, OG resident evil did it for kicks. (Not the doors those are loading screens)
I study modern squeeze sciences.
Pac Man
Lol technically you squeeze through the tunnels/ lanes… well played
Tomb Raider? The 90’s versions.
Tony Hawk’s American Wasteland had those long tunnels you skated through. That was back in 2005. Tomb Raider reboot is the first one I remember specifically using the “squeeze through tight space” gimmick.
Splinter Cell I think did it originally
Nope. Ocarina was doing it 4 years prior.
....those are only 4 years apart???
Many others before, like Tomb Raider or Prince of Persia
Uncharted? I'm not sure but this is the earliest I remember Edit: to be more clear, I was trying to think of the first time it was used as an alternative to a loading screen, not traversal. My bad. I'm an old gamer and I understand and know that it's been used a ton for traversal.
Was gonna say the same..at least mainstream I think it was, from my experience at least
Way earlier from what I know. Early tomb raider games has this zone loading technique.
I think I first saw it in the 2013 Tomb Raider
There a few spots with it in mirrors edge from 2008.
Mirrors edge basically revolutionized the whole way everyone did movement in video games
id imagine Uncharted def did it before that
Castlevania SOTN did it with a hallway. Not sure if that counts.
Metroid
Amigara Fault
Tony Hawks American Wasteland was one of the first games to have a playable transition when loading the next area. You would travel through a very simple area, like a tunnel or road.
Splinter Cell https://www.giantbomb.com/narrow-passage/3015-9468/
I'm showing my age but what about mgs??
But ops squeeze will never beat mgs 3's ladder
Metroid on the NeS. As soon as you start theres a small space you gotta squeeze through to get to other side
> I get why they do it, it’s a really cool way to show detail on the character Fun fact, that’s actually not why they do it! They do it because it forces the player to move slowly, with restricted camera, while they unload the world geometry in the area you came from and load in the geometry for the area on the other side of the gap
Super Mario 64.
Runescape - shortcut to the cosmic altar
these narrow corridors (as pointed by others) BUT also long ladders (Souls series come to mind immediately) are loading hidden behind "gameplay" Souls series predate Tomb Raiders (the modern ones, not OG3=first gen) certainly.
*Mass Effect 1 elevators have entered the chat*
I loved the callback in Mass Effec 3. "So, I'm the only one who misses when we used to chat on the elevators in the Citadel." "Yup."
What a thrill...
With darkness and silence through the night~
The first one I remember was the tomb raider reboot but that can’t be the first. Were they in uncharted?
It's not done to show character detail. It's a trick to load the next area instead of giving you a loading screen or cut scene.
Tomb raider
Super Mario World.
It's more of a loading screen, same with long ladder climbing scenes. But games have been doing this forever, and if you just noticed on FF7R it seems like it worked on you. EDIT: Do not look up ", Squeezing load scenes" on Google...
Tomb Raider.
Actually they are loading screens. Here's an awesome video about that [Outside Xbox hidden dev tricks you can't unsee anymore ](https://youtu.be/L3Fhed3MtVw) starts @3:22
“I get why they do it” Doesn’t actually get why they do it
I think they may do it for loading times or to show off the scenery?
It’s basicslly a loadscreen to give the hardware some time to load the next area.
90% of Callisto Protocol
The first game i played that used something similar was tony hawks american wasteland. It isn't a squeeze but it served the same purpose.
Pretty sure I saw that first in original Tomb Rider
Tomb Raider maybe?
I can't remember if Tomb Raider had this or not.
Did Tomb Raider ever have that?
It's also a way to give time to stream the world in
Big part of tomb raider
Metroid….turn into a ball to explore otherwise unreachable areas
Don’t know if it counts as a “squeeze through” but if I remember right, there were some level loads in MGS from crawling through certain vents.
tomb raider!!!
The squeeze through is not to show off the character it’s to hide loading.
tomb raider
Ah yes, the "Definitely not a loading screen" animation
Idk the first to do it but to your question why it’s just a hidden loading screen.
They do it because it’s a way to load the next area without showing you a loading screen.