Video games are a sprawling
overload of information,
both visual, mental,
and sometimes, the small
stuff is easy to miss.
Hi folks, it’s Falcon,
and today, on Gameranx,
10 mind-blowing little details in games.
Starting off with number 10,
“Red Dead Redemption
2’s” crazy detailed NPCs.
Now, at this point,
you’d think we’ve covered
basically every possible
detail in “Red Dead 2,”
but we keep finding new
stuff to talk about,
like this little discovery.
If you go to the Central Union
Railroad Camp in New Hanover,
you’ll find a place where
these workers are toiling away
to build some train tracks.
Now, of course, this area is filled
with period-appropriate details,
but one of the most
surprising things about it
is the rail workers aren’t faking it.
Like, if you zoom in on them,
they’re not acting like
just background actors
in a video game that
they’ve done some work on
to fill up some space and make
it look like stuff is moving.
No, these guys are actually
hammering in railroad spikes.
Each worker is actually
genuinely hammering them in
and, when they are done,
they move on to the next one.
They aren’t just
repeatedly doing the action
in one spot over and over,
they’re building the railroad.
It’s just one of the many examples
of the incredible attention
to detail in this game.
In terms of size, scope, and ambition,
there’s really just nothing
on the level of “Red Dead Redemption 2.”
At number nine is “God of War Ragnarok’s”
Spartan Rage stuff.
Now, this one’s kinda wild
’cause I’ve played a lot of this game now,
like, a lot of this game now,
and I have not noticed this stuff.
Most of the little things
in the new “God of War”
kind of stand out on their own.
But I, like I said, have just not noticed,
up until we were looking for
things to talk about here,
just how much detail the developers
put into Krato’s transformation
when you activate Spartan Rage.
Like, I assumed, like I’m sure many have,
that the red glow was, like,
the primary thing going on.
I assume there really wasn’t
a lot else if anything.
But if you take a closer look
you can actually see
that when Rage is active,
Krato’s muscles are flexing
and his veins are bulging.
Like, look at the vein in his forehead,
it looks basically like there’s
gonna be too much pressure
and he may actually blow
a gasket or something.
It’s such a subtle detail,
it’s impossible to notice
unless you really stop and look at it.
It’s kind of mind-blowing
you can spend that much time in a game
and not even notice something like this
until you’re, like, specifically looking
for stuff like this.
And number eight is “Modern Warfare 2,”
and it’s all about the ammo.
Like, in the first “Modern Warfare” reboot
they really went wild
with all of the details,
and the sequel seems like
it’s continuing the same tradition.
And there’s really just dozens
of things we could highlight here,
but this detail’s probably my favorite.
For whatever reason,
the developers put a ton of
these little subtle details
into how ammo’s displayed in a gun.
For starters, every gun has a
unique inspection animation.
Everyone already knows about that,
we’ve talked about that
before on the channel.
But when you look at each gun,
you can actually see how
much ammo remains in the clip
when you inspect them.
It’s especially obvious
when the clip’s near empty.
Like, look at the difference
with a few of these guns.
Another cool thing is that if
you have different ammo types
then those will show
up in your clip instead
with unique models.
Like, it’s almost just a flex.
Like they’re just bragging,
“Hey, look what we can do,” you know?
And you’re probably aware of how guns
have different reload
animations when a gun is empty
versus if it’s got some
ammo left in the clip,
but they took things a step further.
Like the revolver has five
unique reload animations,
depending on how many
bullets you still have
left in the clip.
And still, there’s one
more mind-blowing thing
about inspecting guns.
If the clip is totally empty,
the inspection animation’s
gonna be different,
sometimes completely different.
It’s kind of ridiculous
the level of detail
they put into this.
At number seven is “The
Last of Us Part I,”
an alternative use for human shields.
Now, the recent remake of “Last of Us”
has a ton of new little
environmental interactions
and details.
Some of them are new,
some of them are
backported from the sequel.
But there’s one little thing
I did not know was possible.
Like, most of the time,
you’re only grabbing infected
to break their necks,
’cause holding these
guys is basically useless
against other infected.
Getting ahold of them is pretty rare
and to take them on up
close is kind of dangerous,
and that goes, like,
double for the first game.
So it’s not, like, super likely
you’ll see this interaction normally.
Now, Clickers are an instant kill.
You’re just screwed
unless you’ve got a
shiv to defend yourself.
But there’s actually another
way to stop a Clicker.
At this point, you probably see
what we’re starting to get at.
It’s actually possible to
take an infected hostage,
and if you get attacked by a Clicker
they’ll bite your human
shield instead of you.
There’s even an entirely unique animation
for what is a really rare scenario.
And it’s pretty amazing to find
this new strategy in the game now,
but I definitely didn’t
know about it before.
At number six is this
funny little car thing
in “Sleeping Dogs.”
This is a game that’s starting to look
kind of old these days,
but it holds up just ’cause of what it is.
And a big reason why
is because all the weird
little things you can do.
Vehicles, in particular, let
you do some pretty crazy stuff.
Like how you can pretty much
abduct a person whenever you want
by throwing them into
the trunk of your car.
But there’s another fun
little detail about them.
In most open-world games,
when you park your car
close to another car,
then your guy’s gonna get outta your car
through the other door.
It’s like that in this game too,
but there’s something else that’ll happen
if both doors are blocked.
Instead of just forcing your way out,
if both car doors are blocked,
your guy will just smash
through the front windshield
and climb out of the car that way.
It’s a little extreme, but
hey, if it works, it works.
At number five is the “Ghost of Tsushima.”
It’s probably one of
the most beautiful games
to come out in the last few years.
We’ve covered a lot of little details
in “Tsushima” in a previous video,
but there are still some
interesting things to find.
Let’s talk about how this game
manages to combine two of
its most serene elements,
falling leaves and water.
Like, alone, these things
both look incredible.
They’re just a testament
to both the art style
and just the detail.
But when you combine them,
they look even better.
When leaves fall into a body of water
instead of disappearing,
they actually settle
on the surface of water
and start floating away,
like, you know, leaves do.
And it’s one of these
amazing little visual details
that sounds so insignificant
but really sells the
realness of the world.
It’s just such a visual
showcase, this game.
And number four is “Red
Dead Redemption 2,”
ring the Rhodes bell.
Unbelievable how many little
things there are in this game.
There’s just really nothing
else out there like it.
And another amusing detail
can be found in the town of Rhodes,
where this big bell is sitting
at the entrance of town.
You can shoot it with a gun at
any time, and that rings it,
and it annoys everyone, just
like you might expect it to.
But if you wait until night,
oh, boy, does it really annoy people.
Like, and I got it.
Let’s say you’re about to get to sleep,
or maybe you’ve even been
asleep for a few minutes
after having trouble getting to sleep.
All of a sudden, gunshot! Ding!
Yeah, I got it.
And that’s how much detail
there is in this game.
Like, it’s worth going
through the mental processes
of people responding to your actions.
That is pretty wild.
It’s just not that you can ring the bell
and people react to it, it’s
that you can ring the bell
at different times of day,
and they’ll react differently.
Like, they’ll complain
they’re trying to sleep,
and you’re just making a huge
racket, and it’s very funny.
– Stop it! Stop it! (sobbing)
– At number three is
“Horizon Forbidden West’s”
Shell-Walk container.
Everyone knows you can knock
parts off machines in “Horizon,”
it’s a central part of combat.
But one little detail you might not know
involves the Shell-Walkers.
Normally, you can knock the
big containers off these guys,
and that’s a loot thing,
you get some loot from it.
But if you’re in combat,
nothing too unusual happens,
they just fight you.
If you’re careful,
you manage to knock off the container
without setting them off,
you can also see how they react
to losing their container.
Like, after it gets knocked off,
the Shell-Walker’s gonna look
really confused for a moment.
They’ll walk over, they’ll
grab the container,
and put it back on their backs.
But because the attachments are broken,
because you broke them,
they’ll hold it in place
with one of their hands,
which is just an impressive little detail
for something that
nobody’s really gonna see.
That’s not really a common
thing, at least for most players.
And number two, “Gran Turismo 7.”
This game accurately
models the sky at night,
and this one’s pretty crazy.
The level of detail in this
game, it’s second to none.
There’s just an obsession that
went into making this game
and it doesn’t end with cars.
These tracks are so meticulously recreated
down to the smallest detail,
including, and I’m dead
serious about this,
all of the stars in the sky,
like the star formations, the planets,
it’s all accounted for,
and their position changes
depending on the location of the track.
It’s an incredibly small
detail that 99% of people
are not even gonna notice,
much less care about.
But this is the kind of
detail we love to see.
It’s the sort of thing
that takes a ton of work
and it makes the game feel more realistic,
even if most people never notice it.
And finally, at number
one, the “HITMAN Trilogy”
using rakes as weapons.
Now, the “HITMAN” games
are all about that sandbox, you know?
The most random things you can pick up,
they don’t serve a lot of a purpose
other than bludgeoning people,
and some tools can double as traps.
In the level Whittleton Creek,
it’s pretty easy to find the humble rake,
which is mostly just a
tool for blending in,
but it also serves a really
funny secondary function.
Like, just leave it on the ground
in front of somebody who’s walking around
and when they step on the rake,
it’ll pop up and hit them in the face
and stun them for a
second, ala Sideshow Bob.
It’s this ridiculous little detail
that most players didn’t even
know about until recently.
And I don’t know
that it’s a “Simpson’s”
reference or anything,
but I do know that every
time I make it happen,
that’s all I can think about.
I mean, this is just
another really fantastic
and interesting way
developers really went all-out
to create as many interesting
interactions as is possible.
(rake thuds)
(bystanders chattering)
– Oh!
– Also, a quick bonus for you,
the unusual rain in “Ghostwire: Tokyo.”
Like, it’s really odd, but
if you’ve played “Ghostwire”
you might have noticed how
strange the rain looks.
Like, there’s a reason for that.
For some reason, the raindrops fall
in the shape of the rain
kanji, rather than raindrops.
Like, if you’re unfamiliar,
kanji is a system of Japanese writing
using Chinese characters,
so the rain is little Chinese
characters that mean rain.
It might just be to do with
the ghostly nature of the world
or it just might be a quirky detail
the developers came up with
and did to make it unique.
I don’t know.
But it’s actually mind-blowing
when you realize it
’cause it’s pretty easy to miss.
And that’s all for today.
Leave us a comment. Let
us know what you think.
If you liked this video, click like.
If you’re not subscribed,
now’s a great time to do so.
We upload brand-new videos
every day of the week.
Best way to see them first
is, of course, a subscription,
so click subscribe.
Don’t forget to enable all notifications.
And as always, we thank you very much
for watching this video.
I’m Falcon. You can follow me
on Twitter, @FalconTheHero.
And we’ll see you next time,
right here on Gameranx.
Which video game plot makes you crazy?
Video games are a sprawling
overload of information,
both visual, mental,
and sometimes, the small
stuff is easy to miss.
Hi folks, it’s Falcon,
and today, on Gameranx,
10 mind-blowing little details in games.
Starting off with number 10,
“Red Dead Redemption
2’s” crazy detailed NPCs.
Now, at this point,
you’d think we’ve covered
basically every possible
detail in “Red Dead 2,”
but we keep finding new
stuff to talk about,
like this little discovery.
If you go to the Central Union
Railroad Camp in New Hanover,
you’ll find a place where
these workers are toiling away
to build some train tracks.
Now, of course, this area is filled
with period-appropriate details,
but one of the most
surprising things about it
is the rail workers aren’t faking it.
Like, if you zoom in on them,
they’re not acting like
just background actors
in a video game that
they’ve done some work on
to fill up some space and make
it look like stuff is moving.
No, these guys are actually
hammering in railroad spikes.
Each worker is actually
genuinely hammering them in
and, when they are done,
they move on to the next one.
They aren’t just
repeatedly doing the action
in one spot over and over,
they’re building the railroad.
It’s just one of the many examples
of the incredible attention
to detail in this game.
In terms of size, scope, and ambition,
there’s really just nothing
on the level of “Red Dead Redemption 2.”
At number nine is “God of War Ragnarok’s”
Spartan Rage stuff.
Now, this one’s kinda wild
’cause I’ve played a lot of this game now,
like, a lot of this game now,
and I have not noticed this stuff.
Most of the little things
in the new “God of War”
kind of stand out on their own.
But I, like I said, have just not noticed,
up until we were looking for
things to talk about here,
just how much detail the developers
put into Krato’s transformation
when you activate Spartan Rage.
Like, I assumed, like I’m sure many have,
that the red glow was, like,
the primary thing going on.
I assume there really wasn’t
a lot else if anything.
But if you take a closer look
you can actually see
that when Rage is active,
Krato’s muscles are flexing
and his veins are bulging.
Like, look at the vein in his forehead,
it looks basically like there’s
gonna be too much pressure
and he may actually blow
a gasket or something.
It’s such a subtle detail,
it’s impossible to notice
unless you really stop and look at it.
It’s kind of mind-blowing
you can spend that much time in a game
and not even notice something like this
until you’re, like, specifically looking
for stuff like this.
And number eight is “Modern Warfare 2,”
and it’s all about the ammo.
Like, in the first “Modern Warfare” reboot
they really went wild
with all of the details,
and the sequel seems like
it’s continuing the same tradition.
And there’s really just dozens
of things we could highlight here,
but this detail’s probably my favorite.
For whatever reason,
the developers put a ton of
these little subtle details
into how ammo’s displayed in a gun.
For starters, every gun has a
unique inspection animation.
Everyone already knows about that,
we’ve talked about that
before on the channel.
But when you look at each gun,
you can actually see how
much ammo remains in the clip
when you inspect them.
It’s especially obvious
when the clip’s near empty.
Like, look at the difference
with a few of these guns.
Another cool thing is that if
you have different ammo types
then those will show
up in your clip instead
with unique models.
Like, it’s almost just a flex.
Like they’re just bragging,
“Hey, look what we can do,” you know?
And you’re probably aware of how guns
have different reload
animations when a gun is empty
versus if it’s got some
ammo left in the clip,
but they took things a step further.
Like the revolver has five
unique reload animations,
depending on how many
bullets you still have
left in the clip.
And still, there’s one
more mind-blowing thing
about inspecting guns.
If the clip is totally empty,
the inspection animation’s
gonna be different,
sometimes completely different.
It’s kind of ridiculous
the level of detail
they put into this.
At number seven is “The
Last of Us Part I,”
an alternative use for human shields.
Now, the recent remake of “Last of Us”
has a ton of new little
environmental interactions
and details.
Some of them are new,
some of them are
backported from the sequel.
But there’s one little thing
I did not know was possible.
Like, most of the time,
you’re only grabbing infected
to break their necks,
’cause holding these
guys is basically useless
against other infected.
Getting ahold of them is pretty rare
and to take them on up
close is kind of dangerous,
and that goes, like,
double for the first game.
So it’s not, like, super likely
you’ll see this interaction normally.
Now, Clickers are an instant kill.
You’re just screwed
unless you’ve got a
shiv to defend yourself.
But there’s actually another
way to stop a Clicker.
At this point, you probably see
what we’re starting to get at.
It’s actually possible to
take an infected hostage,
and if you get attacked by a Clicker
they’ll bite your human
shield instead of you.
There’s even an entirely unique animation
for what is a really rare scenario.
And it’s pretty amazing to find
this new strategy in the game now,
but I definitely didn’t
know about it before.
At number six is this
funny little car thing
in “Sleeping Dogs.”
This is a game that’s starting to look
kind of old these days,
but it holds up just ’cause of what it is.
And a big reason why
is because all the weird
little things you can do.
Vehicles, in particular, let
you do some pretty crazy stuff.
Like how you can pretty much
abduct a person whenever you want
by throwing them into
the trunk of your car.
But there’s another fun
little detail about them.
In most open-world games,
when you park your car
close to another car,
then your guy’s gonna get outta your car
through the other door.
It’s like that in this game too,
but there’s something else that’ll happen
if both doors are blocked.
Instead of just forcing your way out,
if both car doors are blocked,
your guy will just smash
through the front windshield
and climb out of the car that way.
It’s a little extreme, but
hey, if it works, it works.
At number five is the “Ghost of Tsushima.”
It’s probably one of
the most beautiful games
to come out in the last few years.
We’ve covered a lot of little details
in “Tsushima” in a previous video,
but there are still some
interesting things to find.
Let’s talk about how this game
manages to combine two of
its most serene elements,
falling leaves and water.
Like, alone, these things
both look incredible.
They’re just a testament
to both the art style
and just the detail.
But when you combine them,
they look even better.
When leaves fall into a body of water
instead of disappearing,
they actually settle
on the surface of water
and start floating away,
like, you know, leaves do.
And it’s one of these
amazing little visual details
that sounds so insignificant
but really sells the
realness of the world.
It’s just such a visual
showcase, this game.
And number four is “Red
Dead Redemption 2,”
ring the Rhodes bell.
Unbelievable how many little
things there are in this game.
There’s just really nothing
else out there like it.
And another amusing detail
can be found in the town of Rhodes,
where this big bell is sitting
at the entrance of town.
You can shoot it with a gun at
any time, and that rings it,
and it annoys everyone, just
like you might expect it to.
But if you wait until night,
oh, boy, does it really annoy people.
Like, and I got it.
Let’s say you’re about to get to sleep,
or maybe you’ve even been
asleep for a few minutes
after having trouble getting to sleep.
All of a sudden, gunshot! Ding!
Yeah, I got it.
And that’s how much detail
there is in this game.
Like, it’s worth going
through the mental processes
of people responding to your actions.
That is pretty wild.
It’s just not that you can ring the bell
and people react to it, it’s
that you can ring the bell
at different times of day,
and they’ll react differently.
Like, they’ll complain
they’re trying to sleep,
and you’re just making a huge
racket, and it’s very funny.
– Stop it! Stop it! (sobbing)
– At number three is
“Horizon Forbidden West’s”
Shell-Walk container.
Everyone knows you can knock
parts off machines in “Horizon,”
it’s a central part of combat.
But one little detail you might not know
involves the Shell-Walkers.
Normally, you can knock the
big containers off these guys,
and that’s a loot thing,
you get some loot from it.
But if you’re in combat,
nothing too unusual happens,
they just fight you.
If you’re careful,
you manage to knock off the container
without setting them off,
you can also see how they react
to losing their container.
Like, after it gets knocked off,
the Shell-Walker’s gonna look
really confused for a moment.
They’ll walk over, they’ll
grab the container,
and put it back on their backs.
But because the attachments are broken,
because you broke them,
they’ll hold it in place
with one of their hands,
which is just an impressive little detail
for something that
nobody’s really gonna see.
That’s not really a common
thing, at least for most players.
And number two, “Gran Turismo 7.”
This game accurately
models the sky at night,
and this one’s pretty crazy.
The level of detail in this
game, it’s second to none.
There’s just an obsession that
went into making this game
and it doesn’t end with cars.
These tracks are so meticulously recreated
down to the smallest detail,
including, and I’m dead
serious about this,
all of the stars in the sky,
like the star formations, the planets,
it’s all accounted for,
and their position changes
depending on the location of the track.
It’s an incredibly small
detail that 99% of people
are not even gonna notice,
much less care about.
But this is the kind of
detail we love to see.
It’s the sort of thing
that takes a ton of work
and it makes the game feel more realistic,
even if most people never notice it.
And finally, at number
one, the “HITMAN Trilogy”
using rakes as weapons.
Now, the “HITMAN” games
are all about that sandbox, you know?
The most random things you can pick up,
they don’t serve a lot of a purpose
other than bludgeoning people,
and some tools can double as traps.
In the level Whittleton Creek,
it’s pretty easy to find the humble rake,
which is mostly just a
tool for blending in,
but it also serves a really
funny secondary function.
Like, just leave it on the ground
in front of somebody who’s walking around
and when they step on the rake,
it’ll pop up and hit them in the face
and stun them for a
second, ala Sideshow Bob.
It’s this ridiculous little detail
that most players didn’t even
know about until recently.
And I don’t know
that it’s a “Simpson’s”
reference or anything,
but I do know that every
time I make it happen,
that’s all I can think about.
I mean, this is just
another really fantastic
and interesting way
developers really went all-out
to create as many interesting
interactions as is possible.
(rake thuds)
(bystanders chattering)
– Oh!
– Also, a quick bonus for you,
the unusual rain in “Ghostwire: Tokyo.”
Like, it’s really odd, but
if you’ve played “Ghostwire”
you might have noticed how
strange the rain looks.
Like, there’s a reason for that.
For some reason, the raindrops fall
in the shape of the rain
kanji, rather than raindrops.
Like, if you’re unfamiliar,
kanji is a system of Japanese writing
using Chinese characters,
so the rain is little Chinese
characters that mean rain.
It might just be to do with
the ghostly nature of the world
or it just might be a quirky detail
the developers came up with
and did to make it unique.
I don’t know.
But it’s actually mind-blowing
when you realize it
’cause it’s pretty easy to miss.
And that’s all for today.
Leave us a comment. Let
us know what you think.
If you liked this video, click like.
If you’re not subscribed,
now’s a great time to do so.
We upload brand-new videos
every day of the week.
Best way to see them first
is, of course, a subscription,
so click subscribe.
Don’t forget to enable all notifications.
And as always, we thank you very much
for watching this video.
I’m Falcon. You can follow me
on Twitter, @FalconTheHero.
And we’ll see you next time,
right here on Gameranx.
Related posts: