[Falcon] A lot of the time
games are trying to be realistic.
Now, that doesn’t mean
it’s always a success
and with a lot of games that
just doesn’t matter at all.
Realism might not be
what really feels best.
Hi folks, it’s Falcon.
And today on Gameranx,
10 unrealistic game
mechanics that are awesome.
Starting off with a little disclaimer.
Yeah, most things,
even things that we perceive
as realistic in video games
aren’t actually realistic.
Yes, let’s just clear
that right out of the way
so that we can have some fun with a list
full of some awesome
crap you can do in games.
Without further ado,
starting off at number 10,
Bullet time.
When you’re starting off with bullet time
you know this is gonna be a great list.
Undoubtedly one of the
most awesome things ever.
Obviously incredibly
unrealistic, it’s bullet time
and when it’s used well it can be
one of the most satisfying
game mechanics out there.
There’s nothing better than entering
a room full of bad guys
that would normally
mean instant death, hitting
the slow down button
and weaving between bullets
and killing everybody like it’s nothing.
The originator of this mechanic in games
is actually the Max Payne trilogy.
These were heavily influenced by
John Woo’s heroic bloodshed films
and there’s fast, very deadly
gun fights in this game,
but you can use bullet time
to get the upper hand and survive.
There’s no explanation perse
as to why Max has this power
but is there in the John Woo films?
Do we need to be in the
Matrix to do bullet time?
No, we do not.
The idea is that Max
is maybe super focused
but I don’t think that focus is gonna,
you know, save you when
bullets are flying your way,
and somehow he ends up dodging bullets
like he’s in the Matrix, but he is not.
GTA, RDR, and even some
of the Call of Duty games
have bullet time and it can be awesome
in any of those contexts.
Certain games even are
able to explain it away,
like with Sands of Time,
you have literal magic
and in the game, F.E.A.R,
your guy has psychic powers.
For the most part though
there’s no reason given, and that’s fine.
Again, John Woo’s heroic bloodshed films
do not say, oh here’s
why John Woo can do that.
And number nine is perfect dodging.
In real life dodging
attacks would not help.
If you think about it,
dodging in video games is
pretty unrealistic in general.
I mean there’s a reason
why medieval knights
weren’t rolling around
like lunatics in combat.
The way dodging works in video games,
just, it doesn’t work in real life.
Well what actually happens,
you probably get laughed
at and then you would die.
Why?
‘Cause you’re leaving yourself
extremely exposed, you know?
‘Cause you’re rolling around
like Sonic the Hedgehog,
and even he knows only
to do that offensively.
Well, I wouldn’t recommend rolling
at someone either, to be frank.
I think it’d probably result
in the same kind of laughter and death.
But in video games,
dodging generally has invincibility frames
which allow you to
perform impossible feats
like dodging essentially through,
like phasing through an enemy’s attack.
As a game mechanic, it’s
super fun, it’s very rewarding
and allows you to avoid
otherwise unstoppable damage
and keep fighting without
having to break the flow.
I love dodging in games,
it is not realistic though.
So then take in Breath of the Wild
or Assassin’s Creed Odyssey
and you got the perfect dodge bonuses
and it makes even less sense.
So because you waited
until the very last second
dodging doesn’t just turn you into
like a different state of matter
that cannot be touched by a solid object,
it also slows down time.
Oh it feels incredible to pull off
but wow does it make no sense.
And number eight, ramps
everywhere and big air.
You know that scene at the end of Speed
where everyone kind of
makes fun of the bus,
making a completely impossible jump,
well that’s basically
every game with a car ever.
Outside of the fact that for some reason
ramps are just all over the place
in what’s supposed to
be real world locations,
the amount of air you get
jumping off these things
is extremely exaggerated in video games
to say the very least.
There’s a reason you don’t see ramps
all over the track at a NASCAR race
and it’s not because it would be
too awesome for people to handle.
In a real life race, it
would always be faster
to just drive around the map
’cause the jump wouldn’t be that big.
The air resistance and loss of traction
would really slow down your vehicle
and the amount of potential
damage to your vehicle
and you, the driver of the vehicle,
would be significant and possibly deadly.
Ramps in real life just
don’t make any sense for cars
but man, they’re awesome in video games.
There’s few things as satisfying
as hitting the perfect ramp
just flying off the screen,
hitting the ground
running and winning a race
or like finding a new route using a ramp
that seemed oddly placed
and it being a massive shortcut
that lets you just thrash everyone.
Totally unrealistic.
But the more ramps the better,
it’s always something fun to ramp
off something high in a
car, that’s just the facts.
And number seven, reflecting projectiles.
A few things out there are as awesome
as a guy who brings a sword
to a gunfight and wins.
It’s one of those common
anime and action movie tropes
we kind of just accept.
But human reflex is not
even kind of a match
for the speed of a bullet.
Of course, when you’re
talking about super humans
like Jedi from Star Wars
or Wolverine from the X-Men,
it’s then understandable.
But there’s plenty of games
where there’s no excuse
for how your character
is able to parry bullets.
Like, No More Heroes for example,
where Travis can somehow block bullets
with his beam katana ,
or Metal Gear Solid 2
where Raiden can deflect bullets
just minutes after using a
katana for the very first time.
Genuinely it’s really funny
but also badass at the same time.
Jedi can block blaster shots indefinitely,
doesn’t matter how many times
you’re getting shot at, at least in games,
deflecting bullets just
feels good to do too
especially when it requires
some precise timing.
To be fair, not as precise
as it would in real life,
but yeah, it’s not realistic
and it’s not supposed to
be, not by a long shot.
And number six, the double jump.
Oh you know, you’ve thought about it,
you’ve double jumped
in a game and thought,
wow, if I could do that in real life.
Like in so many games the protagonist
has the power to jump off the ground
and then through pure magic,
I guess, jump a another time.
Sometimes games explain it by saying
you’re using rocket boosters
or making some kind of an animation
involving rocket boosters.
And even for 90% of the
games they’re just like,
you know, rocket boosters seems dumb,
just let it happen, no explanation given.
I love the double jumping
platformers, might I add,
because it makes getting
around a lot easier
and a little more of forgiving.
If you miss a jump it’s
nice to have something
that lets you reposition midair,
again, I’m looking at
you Sonic the Hedgehog
in the modern era.
It hasn’t really been
until Sonic Frontiers
where control is actually good on Sonic
that I don’t feel like I’m
flailing around any time I jump.
But I mean he still has
the ability to do this
because whatever.
The double jump’s become ubiquitous
and there’s a reason for it,
it’s too fun and helpful for any game
with jumping not to have it.
It just breaks all known laws
of physics, but who cares?
And number five’s,
takedowns and glory kills.
This is less about the
takedowns themselves
’cause there’s nothing really
inherently unrealistic about that.
I mean, guys are doing takedowns
all the time in the UFC
and I don’t think that’s CGI,
it was real last time I checked at least.
The incredibly unrealistic
thing about them,
at least when it comes to video games,
is that while your heart is doing
this incredibly cinematic
and cool take down,
all the rest of the bad guys
are just standing around
waiting their turn.
In real life these guys would have
some kind of survival instinct
so they’d attack at any
available opportunity.
I don’t know about you,
but if I was worried about
getting my head caved in
by a guy in a bat costume
I probably wouldn’t patiently wait around
while he’s dismantling
a gun in front of me.
In video game terms, the
reason enemies don’t attack you
during a takedown is obvious,
if they left you vulnerable for that long
and you’re getting killed
in the middle of doing them,
no one would do them.
There are games where
you are open for attack
during these moves, like
the early Uncharted games.
And guess what?
Trying to get into a fist
fight during a gunfight
leads to dead Drake, most of the time,
I’m not gonna say every
time, but most of the time.
A good take down move
is just cool as hell.
They make you feel like a
badass when you pull ’em off,
sometimes they even give
you a big gameplay advantage
like healing or ammo in Doom Eternal,
but the way everything just kind of stops
while you’re doing them not realistic.
(characters fighting)
And number four is active reload.
This mechanic is less
universal but no less awesome,
mainly coming from the
Gears of War series.
This active reload mechanic
adds a little risk-reward
when reloading a gun.
If you press the button at the right time
the gun’s gonna reload faster,
but if you miss it the gun jams
and takes a little longer to reload.
This part can be explained at least,
I think the basic idea is
that the standard reload
is doing it slow and steady
but the active reload is the character
trying to reload their
weapon as quickly as possible
and it’s more likely
they’ll make a mistake.
That’s, I mean, on paper,
more realistic sounding,
but here’s a thing that really throws
a monkey wrench into that;
oftentimes when you do a perfect reload
the bullets become more powerful,
like you get a bonus, a buff,
and that doesn’t make any sense.
Now it is a great reward
for getting the timing right
and I’m not gonna even kind of
pretend otherwise with that.
If all it did was make
you reload slightly faster
the bonus probably wouldn’t
be worth the risk of jamming
unless you were really a
frigging badass at timing.
But the damage boost makes active reload
an excellent risk-reward mechanic.
Gears is the series that invented it
but like Battlefront
has it, Returnal has it,
and even the recent
Guardians of the Galaxy
has a take on it.
Active reload, it doesn’t
really make any sense,
but it is a fun mechanic
that makes reloading
a little more interesting.
– Oh, we’re not done yet.
(chainsaw revving)
– [Falcon] And number
three, grappling hooks.
I got some history with grappling hooks,
it was something I called
that was gonna be a big thing.
Once physics had gotten advanced enough
and systems had gotten to a point
where it didn’t bog them down,
I knew grappling hooks
were gonna be a big thing.
There’s a simple reason for
that, they’re fricking awesome.
Now, the Arkham games didn’t invent
the use of grappling hooks in video games
but they have some of the most
perfect ever grappling hooks.
One of Batman’s essential tools
has always been a grappling hook
and those games really
did a good job making them
as exhilarating and fun in the way
that they appear to be in
all the movies and shows.
These days, it’s harder to count games
that don’t have a grappling hook.
Uncharted 3 introduced an amazing one,
Halo Infinite has a fantastic grapple,
Sekiro, Ghost of Tsushima,
list goes on and on and on.
And the grappling hook is always fun,
it’s never not fun.
They’re never realistic though.
In video games, grappling is super easy
like just point at the
grapple point and go
but in reality it would
not work like that.
The tiny little grapple
that Batman famously has
is silly compared to how a
real grapple gun looks like.
The thin string would just snap
and the proportional power
needed to launch the grapple
requires some kind of combustion
or air power that couldn’t be concentrated
in a little like TV remote looking thing.
Hey Batman, you’re gonna
turn on your Amazon Fire TV?
– No, I’m going to scale this building.
I’m Batman.
– [Falcon] Getting back to what
a real grappling hook is like,
forget the small gun part of it I guess,
and think about how difficult it is
and how much power it requires to actually
get caught on a surface
and drag yourself up.
Even in games where the protagonist
is using just a rope hooked
to a metal grapple head,
the chances one of these things would
immediately hook onto anything that is
strong enough to not
fall, it’s next to none.
In most games, all you have
to do is jump and hit a button
and your character’s
gonna pull a giant rope
right out of their butt
and immediately make the perfect throw
and hook onto something that
not only supports your weight
but also deals with the fact
that you’re exerting force on it.
This is not a complaint,
I love grappling hooks,
I love the fact that they come
out of their butts and do it
perfectly, that’s wonderful.
It’s such a fun mechanic, seriously.
And number two is wall running.
So games have increasingly
drawn from parkour
to expand the possibilities
of traversal options.
And while any free running
stuff you can do is cool
I think that most agree that
one of the most badass things
anybody can do in a video
game is wall running.
Certain games do it
more realistically like,
Sands of Time or Mirror’s Edge,
where you can run on walls
but you very quickly run outta momentum
because you’re running on a wall.
But there’s just as
many where you can just
full ass anime run on any
wall for as long as you want.
Unlike in the real world where
things like gravity exist,
in video games, it’s whatever.
Alex Mercer, the Hulk or Spider-Man
can just run on walls endlessly.
Spider-Man at least has a reason for it,
he can stick to the wall, but
they’re superheroes, right?
Now on the flip side,
games like, Call of Duty Infinite Warfare
and my personal favorite Titan Fall 2,
just lets you run on walls
for as long as you want
without really giving you a reason.
In Titan Fall, you can do anything;
you can double jump,
rocket slide, wall run
and it feels awesome, all of it.
Why do something boring like taking cover
and shooting at bad guys
when you can do something impossible?
It looks so cool and you
can’t do it in real life,
like I get why this unrealistic
thing is fantastic, right?
(upbeat heroic music)
And finally at number
one, loot explosions.
Playing God of War Ragnarök,
I’m reminded of this,
probably one of the gamiest
but best mechanics out
there, the loot explosion.
Play any game and you
can go back a long ways,
you will know what I’m talking about.
You’ll fight a tough enemy,
you manage to take ’em down
and your award is a little multicolored
explosion of equipment
or loot, money, whatever.
Like even just an item drop after defeat
is a small version of this and it’s silly,
at least Fallout made you rummage
through their pockets after they were dead
but that’s not what we’re talking about.
Like why does killing a demon suddenly
cause a shower of magic
swords and breast plates?
Was he carrying that stuff around?
No, he was not.
Like it makes more sense
when you’re fighting an enemy
that uses armor and weapons,
but hey, that demon was
just blowing fire at me.
Well, what if it was a dragon
or something else like a pot guy?
I’m looking at you FromSoftware.
Like, why do they have that stuff?
Why are they stashing it?
Do they need it?
And why does it just appear
in a magic explosion?
Is it the 4th of July?
I don’t, actually, that’s
not an appropriate question,
it’s definitely not the 4th of July
because this is not a special thing
that only happens once a year,
it happens a lot,
and it just makes zero real world sense.
Still it makes perfect video game sense
’cause you just achieved
something difficult
so you deserve a big flashy reward.
By that logic, at least
it makes sense, right?
And that’s what matters,
that everything makes sense.
(Falcon laughing)
We know that’s not true
because we made this list.
Couple of bonuses for you.
Rocket jumping.
What else needs to be said here?
You fire a rocket at your feet
and instead of being immediately
eviscerated by shrapnel
you’re propelled into the air
and get a big boost in your jump.
It’s video game logic at its finest.
Don’t ever do it, it’s stupid.
The last thing we want to talk
about today is fast travel.
You know how when you go on
a family trip to Disneyland
you have to drive a bunch of
hours or fly a bunch of hours?
Yeah, the flying’s way
better than the driving
but it sucks waiting.
How about if you could not wait?
How about if you could just teleport?
The implication of fast travel
is you’re just skipping
the stuff that is boring,
but a lot of the time the
game clock stays the same
so they don’t really
explain it good enough.
The answer to what is going
on here though is, who cares?
I’d rather be able to
teleport around for no reason
than actually walk the length of Skyrim
when I just need to get something
from another place briefly.
That’s all for today.
Leave us a comment.
Let us know what you think.
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I’m Falcon, you can follow me
on Twitter at FalconTheHero.
We’ll see you next time
right here on Gameranx.
On Gameranx, 10 unrealistic game mechanics that are awesome.
[Falcon] A lot of the time
games are trying to be realistic.
Now, that doesn’t mean
it’s always a success
and with a lot of games that
just doesn’t matter at all.
Realism might not be
what really feels best.
Hi folks, it’s Falcon.
And today on Gameranx,
10 unrealistic game
mechanics that are awesome.
Starting off with a little disclaimer.
Yeah, most things,
even things that we perceive
as realistic in video games
aren’t actually realistic.
Yes, let’s just clear
that right out of the way
so that we can have some fun with a list
full of some awesome
crap you can do in games.
Without further ado,
starting off at number 10,
Bullet time.
When you’re starting off with bullet time
you know this is gonna be a great list.
Undoubtedly one of the
most awesome things ever.
Obviously incredibly
unrealistic, it’s bullet time
and when it’s used well it can be
one of the most satisfying
game mechanics out there.
There’s nothing better than entering
a room full of bad guys
that would normally
mean instant death, hitting
the slow down button
and weaving between bullets
and killing everybody like it’s nothing.
The originator of this mechanic in games
is actually the Max Payne trilogy.
These were heavily influenced by
John Woo’s heroic bloodshed films
and there’s fast, very deadly
gun fights in this game,
but you can use bullet time
to get the upper hand and survive.
There’s no explanation perse
as to why Max has this power
but is there in the John Woo films?
Do we need to be in the
Matrix to do bullet time?
No, we do not.
The idea is that Max
is maybe super focused
but I don’t think that focus is gonna,
you know, save you when
bullets are flying your way,
and somehow he ends up dodging bullets
like he’s in the Matrix, but he is not.
GTA, RDR, and even some
of the Call of Duty games
have bullet time and it can be awesome
in any of those contexts.
Certain games even are
able to explain it away,
like with Sands of Time,
you have literal magic
and in the game, F.E.A.R,
your guy has psychic powers.
For the most part though
there’s no reason given, and that’s fine.
Again, John Woo’s heroic bloodshed films
do not say, oh here’s
why John Woo can do that.
And number nine is perfect dodging.
In real life dodging
attacks would not help.
If you think about it,
dodging in video games is
pretty unrealistic in general.
I mean there’s a reason
why medieval knights
weren’t rolling around
like lunatics in combat.
The way dodging works in video games,
just, it doesn’t work in real life.
Well what actually happens,
you probably get laughed
at and then you would die.
Why?
‘Cause you’re leaving yourself
extremely exposed, you know?
‘Cause you’re rolling around
like Sonic the Hedgehog,
and even he knows only
to do that offensively.
Well, I wouldn’t recommend rolling
at someone either, to be frank.
I think it’d probably result
in the same kind of laughter and death.
But in video games,
dodging generally has invincibility frames
which allow you to
perform impossible feats
like dodging essentially through,
like phasing through an enemy’s attack.
As a game mechanic, it’s
super fun, it’s very rewarding
and allows you to avoid
otherwise unstoppable damage
and keep fighting without
having to break the flow.
I love dodging in games,
it is not realistic though.
So then take in Breath of the Wild
or Assassin’s Creed Odyssey
and you got the perfect dodge bonuses
and it makes even less sense.
So because you waited
until the very last second
dodging doesn’t just turn you into
like a different state of matter
that cannot be touched by a solid object,
it also slows down time.
Oh it feels incredible to pull off
but wow does it make no sense.
And number eight, ramps
everywhere and big air.
You know that scene at the end of Speed
where everyone kind of
makes fun of the bus,
making a completely impossible jump,
well that’s basically
every game with a car ever.
Outside of the fact that for some reason
ramps are just all over the place
in what’s supposed to
be real world locations,
the amount of air you get
jumping off these things
is extremely exaggerated in video games
to say the very least.
There’s a reason you don’t see ramps
all over the track at a NASCAR race
and it’s not because it would be
too awesome for people to handle.
In a real life race, it
would always be faster
to just drive around the map
’cause the jump wouldn’t be that big.
The air resistance and loss of traction
would really slow down your vehicle
and the amount of potential
damage to your vehicle
and you, the driver of the vehicle,
would be significant and possibly deadly.
Ramps in real life just
don’t make any sense for cars
but man, they’re awesome in video games.
There’s few things as satisfying
as hitting the perfect ramp
just flying off the screen,
hitting the ground
running and winning a race
or like finding a new route using a ramp
that seemed oddly placed
and it being a massive shortcut
that lets you just thrash everyone.
Totally unrealistic.
But the more ramps the better,
it’s always something fun to ramp
off something high in a
car, that’s just the facts.
And number seven, reflecting projectiles.
A few things out there are as awesome
as a guy who brings a sword
to a gunfight and wins.
It’s one of those common
anime and action movie tropes
we kind of just accept.
But human reflex is not
even kind of a match
for the speed of a bullet.
Of course, when you’re
talking about super humans
like Jedi from Star Wars
or Wolverine from the X-Men,
it’s then understandable.
But there’s plenty of games
where there’s no excuse
for how your character
is able to parry bullets.
Like, No More Heroes for example,
where Travis can somehow block bullets
with his beam katana ,
or Metal Gear Solid 2
where Raiden can deflect bullets
just minutes after using a
katana for the very first time.
Genuinely it’s really funny
but also badass at the same time.
Jedi can block blaster shots indefinitely,
doesn’t matter how many times
you’re getting shot at, at least in games,
deflecting bullets just
feels good to do too
especially when it requires
some precise timing.
To be fair, not as precise
as it would in real life,
but yeah, it’s not realistic
and it’s not supposed to
be, not by a long shot.
And number six, the double jump.
Oh you know, you’ve thought about it,
you’ve double jumped
in a game and thought,
wow, if I could do that in real life.
Like in so many games the protagonist
has the power to jump off the ground
and then through pure magic,
I guess, jump a another time.
Sometimes games explain it by saying
you’re using rocket boosters
or making some kind of an animation
involving rocket boosters.
And even for 90% of the
games they’re just like,
you know, rocket boosters seems dumb,
just let it happen, no explanation given.
I love the double jumping
platformers, might I add,
because it makes getting
around a lot easier
and a little more of forgiving.
If you miss a jump it’s
nice to have something
that lets you reposition midair,
again, I’m looking at
you Sonic the Hedgehog
in the modern era.
It hasn’t really been
until Sonic Frontiers
where control is actually good on Sonic
that I don’t feel like I’m
flailing around any time I jump.
But I mean he still has
the ability to do this
because whatever.
The double jump’s become ubiquitous
and there’s a reason for it,
it’s too fun and helpful for any game
with jumping not to have it.
It just breaks all known laws
of physics, but who cares?
And number five’s,
takedowns and glory kills.
This is less about the
takedowns themselves
’cause there’s nothing really
inherently unrealistic about that.
I mean, guys are doing takedowns
all the time in the UFC
and I don’t think that’s CGI,
it was real last time I checked at least.
The incredibly unrealistic
thing about them,
at least when it comes to video games,
is that while your heart is doing
this incredibly cinematic
and cool take down,
all the rest of the bad guys
are just standing around
waiting their turn.
In real life these guys would have
some kind of survival instinct
so they’d attack at any
available opportunity.
I don’t know about you,
but if I was worried about
getting my head caved in
by a guy in a bat costume
I probably wouldn’t patiently wait around
while he’s dismantling
a gun in front of me.
In video game terms, the
reason enemies don’t attack you
during a takedown is obvious,
if they left you vulnerable for that long
and you’re getting killed
in the middle of doing them,
no one would do them.
There are games where
you are open for attack
during these moves, like
the early Uncharted games.
And guess what?
Trying to get into a fist
fight during a gunfight
leads to dead Drake, most of the time,
I’m not gonna say every
time, but most of the time.
A good take down move
is just cool as hell.
They make you feel like a
badass when you pull ’em off,
sometimes they even give
you a big gameplay advantage
like healing or ammo in Doom Eternal,
but the way everything just kind of stops
while you’re doing them not realistic.
(characters fighting)
And number four is active reload.
This mechanic is less
universal but no less awesome,
mainly coming from the
Gears of War series.
This active reload mechanic
adds a little risk-reward
when reloading a gun.
If you press the button at the right time
the gun’s gonna reload faster,
but if you miss it the gun jams
and takes a little longer to reload.
This part can be explained at least,
I think the basic idea is
that the standard reload
is doing it slow and steady
but the active reload is the character
trying to reload their
weapon as quickly as possible
and it’s more likely
they’ll make a mistake.
That’s, I mean, on paper,
more realistic sounding,
but here’s a thing that really throws
a monkey wrench into that;
oftentimes when you do a perfect reload
the bullets become more powerful,
like you get a bonus, a buff,
and that doesn’t make any sense.
Now it is a great reward
for getting the timing right
and I’m not gonna even kind of
pretend otherwise with that.
If all it did was make
you reload slightly faster
the bonus probably wouldn’t
be worth the risk of jamming
unless you were really a
frigging badass at timing.
But the damage boost makes active reload
an excellent risk-reward mechanic.
Gears is the series that invented it
but like Battlefront
has it, Returnal has it,
and even the recent
Guardians of the Galaxy
has a take on it.
Active reload, it doesn’t
really make any sense,
but it is a fun mechanic
that makes reloading
a little more interesting.
– Oh, we’re not done yet.
(chainsaw revving)
– [Falcon] And number
three, grappling hooks.
I got some history with grappling hooks,
it was something I called
that was gonna be a big thing.
Once physics had gotten advanced enough
and systems had gotten to a point
where it didn’t bog them down,
I knew grappling hooks
were gonna be a big thing.
There’s a simple reason for
that, they’re fricking awesome.
Now, the Arkham games didn’t invent
the use of grappling hooks in video games
but they have some of the most
perfect ever grappling hooks.
One of Batman’s essential tools
has always been a grappling hook
and those games really
did a good job making them
as exhilarating and fun in the way
that they appear to be in
all the movies and shows.
These days, it’s harder to count games
that don’t have a grappling hook.
Uncharted 3 introduced an amazing one,
Halo Infinite has a fantastic grapple,
Sekiro, Ghost of Tsushima,
list goes on and on and on.
And the grappling hook is always fun,
it’s never not fun.
They’re never realistic though.
In video games, grappling is super easy
like just point at the
grapple point and go
but in reality it would
not work like that.
The tiny little grapple
that Batman famously has
is silly compared to how a
real grapple gun looks like.
The thin string would just snap
and the proportional power
needed to launch the grapple
requires some kind of combustion
or air power that couldn’t be concentrated
in a little like TV remote looking thing.
Hey Batman, you’re gonna
turn on your Amazon Fire TV?
– No, I’m going to scale this building.
I’m Batman.
– [Falcon] Getting back to what
a real grappling hook is like,
forget the small gun part of it I guess,
and think about how difficult it is
and how much power it requires to actually
get caught on a surface
and drag yourself up.
Even in games where the protagonist
is using just a rope hooked
to a metal grapple head,
the chances one of these things would
immediately hook onto anything that is
strong enough to not
fall, it’s next to none.
In most games, all you have
to do is jump and hit a button
and your character’s
gonna pull a giant rope
right out of their butt
and immediately make the perfect throw
and hook onto something that
not only supports your weight
but also deals with the fact
that you’re exerting force on it.
This is not a complaint,
I love grappling hooks,
I love the fact that they come
out of their butts and do it
perfectly, that’s wonderful.
It’s such a fun mechanic, seriously.
And number two is wall running.
So games have increasingly
drawn from parkour
to expand the possibilities
of traversal options.
And while any free running
stuff you can do is cool
I think that most agree that
one of the most badass things
anybody can do in a video
game is wall running.
Certain games do it
more realistically like,
Sands of Time or Mirror’s Edge,
where you can run on walls
but you very quickly run outta momentum
because you’re running on a wall.
But there’s just as
many where you can just
full ass anime run on any
wall for as long as you want.
Unlike in the real world where
things like gravity exist,
in video games, it’s whatever.
Alex Mercer, the Hulk or Spider-Man
can just run on walls endlessly.
Spider-Man at least has a reason for it,
he can stick to the wall, but
they’re superheroes, right?
Now on the flip side,
games like, Call of Duty Infinite Warfare
and my personal favorite Titan Fall 2,
just lets you run on walls
for as long as you want
without really giving you a reason.
In Titan Fall, you can do anything;
you can double jump,
rocket slide, wall run
and it feels awesome, all of it.
Why do something boring like taking cover
and shooting at bad guys
when you can do something impossible?
It looks so cool and you
can’t do it in real life,
like I get why this unrealistic
thing is fantastic, right?
(upbeat heroic music)
And finally at number
one, loot explosions.
Playing God of War Ragnarök,
I’m reminded of this,
probably one of the gamiest
but best mechanics out
there, the loot explosion.
Play any game and you
can go back a long ways,
you will know what I’m talking about.
You’ll fight a tough enemy,
you manage to take ’em down
and your award is a little multicolored
explosion of equipment
or loot, money, whatever.
Like even just an item drop after defeat
is a small version of this and it’s silly,
at least Fallout made you rummage
through their pockets after they were dead
but that’s not what we’re talking about.
Like why does killing a demon suddenly
cause a shower of magic
swords and breast plates?
Was he carrying that stuff around?
No, he was not.
Like it makes more sense
when you’re fighting an enemy
that uses armor and weapons,
but hey, that demon was
just blowing fire at me.
Well, what if it was a dragon
or something else like a pot guy?
I’m looking at you FromSoftware.
Like, why do they have that stuff?
Why are they stashing it?
Do they need it?
And why does it just appear
in a magic explosion?
Is it the 4th of July?
I don’t, actually, that’s
not an appropriate question,
it’s definitely not the 4th of July
because this is not a special thing
that only happens once a year,
it happens a lot,
and it just makes zero real world sense.
Still it makes perfect video game sense
’cause you just achieved
something difficult
so you deserve a big flashy reward.
By that logic, at least
it makes sense, right?
And that’s what matters,
that everything makes sense.
(Falcon laughing)
We know that’s not true
because we made this list.
Couple of bonuses for you.
Rocket jumping.
What else needs to be said here?
You fire a rocket at your feet
and instead of being immediately
eviscerated by shrapnel
you’re propelled into the air
and get a big boost in your jump.
It’s video game logic at its finest.
Don’t ever do it, it’s stupid.
The last thing we want to talk
about today is fast travel.
You know how when you go on
a family trip to Disneyland
you have to drive a bunch of
hours or fly a bunch of hours?
Yeah, the flying’s way
better than the driving
but it sucks waiting.
How about if you could not wait?
How about if you could just teleport?
The implication of fast travel
is you’re just skipping
the stuff that is boring,
but a lot of the time the
game clock stays the same
so they don’t really
explain it good enough.
The answer to what is going
on here though is, who cares?
I’d rather be able to
teleport around for no reason
than actually walk the length of Skyrim
when I just need to get something
from another place briefly.
That’s all for today.
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I’m Falcon, you can follow me
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