Main

10 Things Single Player Gamers NEVER TRUST

There are some things within games that seasoned players will NEVER trust. Here are some sketchy examples. Subscribe for more: https://www.youtube.com/gameranxTV?sub_confirmation=1 0:00 intro 0:19 Number 10 2:15 Number 9 3:40 Number 8 5:40 Number 7 6:46 Number 6 8:15 Number 5 9:19 Number 4 10:55 Number 3 11:43 Number 2 13:45 Number 1

gameranx

1 year ago

(electronic jingling) - [Falcon] There's a lot of stuff in single player games that we completely rely on. It's never different in any games. It always works the same way you expect and then there's stuff that just is nothing like that. That's what I wanna talk about. Hi folks, it's Falcon, and today I'm Gameranx, 10 things single player gamers never trust. Starting off with number 10, it's auto saves. Yeah. Can you really trust auto saves? I don't know about you, but it doesn't really matter ho
w many times the little icon spins around. I do not trust it. If I think I'm gonna die or I wanna quit the game, I'm gonna save it. I'm gonna go into options. I'm gonna hit manual save and sometimes I'm gonna do it more than once. Did that first time count? I don't know. Did I actually save it or not? Only one way to be sure, do it again. I'm exaggerating a little, but we've all been in situations where auto saves have let us down. Like sometimes you get loaded an hour or two back and have to re
do a ton of crap that you already finished and it maybe wasn't even hard, it's just a lot of stuff. Or maybe it was hard, I don't know. And then sometimes an auto save loads you into an unwinnable situation. I had this happen to me the first time I played A Plague Tale, Innocence. The first time the rats were regrouping, I moved backwards and it auto saved it and it kept loading me into a place where I was just getting eaten by rats automatically. That's probably the worst example of that I can
remember in recent memory. Fortunately, I mean I only lost maybe a half-hour of progress. Sometimes auto save just straight up fails, like the saved file gets corrupted and you have to start the whole thing again. That hasn't happened to me in quite a while but it has happened to me. I wanna say the last time that actually happened to me was in the Xbox 360 early days, when I was just waiting for the thing to red ring. That eventually also happened. Unrelated. And just to be clear, there's plent
y of times where auto saves gonna work just fine, but I consider the auto save the backup option. First thing I do when I get into a game is figure out how to save myself. And you better believe I'm doing it in every game. Even games where it's ultimately pointless. I just don't trust an auto save alone. I've been burned too many times. And number nine is the golden path. This one's for all you digital hoarders and achievement hunters out there. Most games try to make progression really obvious
but anyone who's played a game with some kind of optional paths, you know what I mean? You know you can't trust a game when it comes to this stuff. There's a reason so many of us waffle back and forth when we come to a fork in the road in the game. 'Cause you just don't know which way leads to some optional treasure and which way is the path to progression. If you're the type of person who really likes to clear out an area before moving on, it's probably the most annoying thing about playing gam
es, period. All you wanna do is get all the treasures and collectibles in an area, but you go through a passage that looks like it's an optional direction, but it's actually the main golden path. Like golden meaning the real one, I guess. So you turn around and head back, ooh, guess you can't, there was a cave in or something and now you can't go back. I just often want to explore, but a lot of games turn this stuff into a Russian roulette situation. One wrong turn in, bam, you can't go back. Us
ually with these games, you can eventually return and get the stuff you missed but most of the time you've forgotten about it or don't eat it anymore. So if you do, you gotta clear out the whole area again and that is seriously annoying. Unless a game literally draws a line on the ground and is like, "This is the story direction." Once you go this way, you're stuck this way. Unless it does that, you're not able to really trust this type of a branch. And number eight, a single treasure chest in a
n otherwise empty room. Everybody's like, "Oh yeah." You know what I'm talking about here. You're walking around minding your own business, you entered a strangely large room and ho look at that. A treasure test right in the middle. Don't mind if I do. Oh no. Oh look at that. There was a big one-eyed spider or some crap on on the ceiling waiting to pounce. That treasure chest was bait. How could I have known? Or like a bunch of little enemies come running in and swarm me or hey, the chest itself
was alive, it was just waiting for prey. Whatever it is, you saw it coming 'cause nobody trusts the big empty room in a single player game. The whole thing gives itself away. Why would there be that much space in there? It's so a big enemy can drop on top of you or so you can have a bunch of room to maneuver. Honestly, any overly spacious room is immediately suspicious but it's doubly so when there's some treasure in it. (loud crashing) The Dark Souls games love this trick. But there's a ton of
other games that pull this same thing on you. Gamers are pretty savvy to this at this point though. But even when you see it coming and you try to prepare, the game can get you pretty unaware. If only because you're not ready for the type of ambush the game is planning to throw at you. Sometimes even when you know something's coming it can still mess with your nerves and that anticipation can even cause you to make mistakes when it does happen. They're the worst kind of traps because you see th
em coming from a mile away and they still get you. Like if I were making a game, I would just start putting big rooms with treasure chest that are entirely legitimate without a trap in them, just to mess with the player. And then after like five or six of them, where it seems like the boss thing isn't gonna happen, make it happen, that'd be great. Maybe not for the player. I'll probably get pretty angry at myself. I get why they do it. It sounds like it's fun, actually. And number seven is dead
bodies in a horror game. If you've played one horror game at least relative to this, you've played them all. You know how it goes, there's room with some dead bodies in it but it's otherwise empty. Guess it's safe. Better not expect the dead bodies to actually be zombies or you know, oh look at that. Oh the dead body woke up and he's chomping on me. I didn't want this to happen at all. Yeah, this is why everybody just shoots corpses in games. And it's also why the dead space stomp is so satisfyi
ng, 'cause you know they're gonna stay down. Like sometimes you do find a body that's actually literally dead, but most of the time, for whatever reason, seems like you go in a room, there's some dead bodies, they have something to them. It can be worse too. Like some games make it so that shooting the dead doesn't work, they don't react, but when you come close they still pop up and try to nibble on you. That's the worst because you know it's coming. You know that the game is gonna throw the ju
mp scare at you and you really just don't want to deal with it, but you have to. It's one of the oldest tricks in the horror game book. And number six is dialogue options. You know the drill, you hover over a dialogue option, think is gonna make your character say one thing and then the thing that comes out of their mouth is completely different. And don't tell me you don't remember this happening in Mass Effect. You choose an option, sounds like it's gonna diffuse the situation. And then Shephe
rd's like, "Ah, I hate you. Remember that flaming bag of dog crap on your doorstep last week? That was me. Ha ha." That was always, in my opinion, the weirdest mission in Mass Effect, the flaming bag of dog crap one. Another pretty good example is LA Noir, where you picked the doubt option and instead of going like, "Hmm, I don't know." Cole is like, "You're a liar and I left a flaming bag of dog crap on your doorstop last week." Yeah the only way you can avoid this sort of thing in games is whe
n you know that every single time you pick something, it's exactly what you're gonna say, like Fallout 3 and New Vegas. There's sometimes a little confusion about tone, but it's way better than the one word descriptions you get in certain role playing games. This is actually why people tend to take the most boring dialogue options in games, 'cause they're afraid that your guy is gonna have a mental breakdown and say something he regrets. At the end of the day, it doesn't really matter that much.
But if you're the type of person who really likes to role play and make a character your own, this is really annoying. I just flat out don't trust vague dialogue choices. For whatever reason, it seems like they put people who don't understand social cues in charge of making those things. And number five, the "Start" of a level. All right, this one's a little more specific but if you're playing a platform a game, like nine times out of 10, you're missing a secret in a stage, specifically because
it's behind the start of the level. You know the drill level starts, but instead of going right you do the daring thing and go left. The screen scrolls a little bit. There's an extra life or perhaps an energy tank or perhaps a collectible that you couldn't have gotten anywhere else in the game, unless you had the incredible foresight to go left. Mission the starts just can't be trusted because a lot of the time you're not at the literal beginning of the stage there's actually more just off scre
en. From a logical standpoint it makes no sense whatsoever, but as a game mechanic, sure, I guess it's fine. It kind of played out as a hiding spot, right? Once you realize that game developers love to hide stuff back there, you start to see it everywhere. It's not like a trick games will pull in every level, but you better believe that when I play a game with levels, I turn around right at the start and try to figure out if anything's there. The level start sign cannot be trusted. And number fo
ur is the final boss's health bar. That's it. I don't need to say anything else. I mean I will because it'd probably not really actually be that satisfying of a video if I just said, "The final boss's health bar, that's it. Moving on, three, walls." You know what I mean? Moving on. No. So I guess there's plenty of bosses that have health bars you can't trust, but you don't always see them coming. That being said with the last boss, you know. It's really rare the final boss has only one form. And
even when the game goes out of its way to tell you, no there's only one final boss fight here. We promise you. You know they're lying, there's always more. The first fight isn't the only one. There's gonna be a cut scene and a transformation and then there will be a second form, possibly even a third one. And sometimes that's not so bad. It's fun to fight the final boss in phases. It creates a great crescendo to an otherwise long journey. But sometimes it can really suck because the boss is jus
t tough for no good reason. When you barely manage to scrape by and that health bar goes all the way down to zero, the back of your mind breathes a sigh of relief even though, intellectually, you know it's not over. But we're all sort of just like, "It's a down at zero. That means it's done.", internally. Now what's nice is sometimes the game throws you a bone or restores your health, but most of the time you're stuck with the resources you got and you know it doesn't even matter if the boss is
hard or easy or completely fair. No one trusts the first health bar. There's gonna be more. It's guaranteed. And number three is walls. Is there anything more untrustworthy in video games than the humble wall? If a developer wants to hide a secret somewhere, the wall is the go-to option. You can whip them, you can bomb them. Sometimes you can just push them, but everybody knows there's stuff hidden behind walls in games and that is why I attack every single wall I see, slam my face in, use the u
se button or key. I bomb everything. I probably look like a total psycho to all NPCs. But you know what? This is a weirdly empty room. I find it hard to believe that this is just a dead end. I'm gonna figure this out. Of course, those are just obvious fake walls. Games love to hide secrets and totally innocuous random walls too. So really no wall is safe. In video games walls are everywhere. They surround you at all times and they can never be trusted because they're the easiest thing to hide se
crets behind. And number two is the mysterious new bad guy. This is more of a story thing than a gameplay thing, but it's a single player gamer thing that nobody trusts. Like sometimes a long running series likes to mix things up and introduce a shocking new bad guy. Their face is covered. Sometimes they look nothing like you would expect. But it doesn't matter, the developers can swear up and down interviews this bad guy's completely new, something totally different that you've never seen befor
e. I guarantee it. Would I lie? And everybody's like, "Yes, you would lie. You have lied, you've done it before." So let's talk about some real obvious twist here. Like Devil May Cry 5 or Mega Man6. Both Capcom games, both not really particularly hidden twists. Second, that first trailer from DMC 5, people assumed the bad guy was actually Virgil and it was. Mega Man 6 had the laughably obvious Mister X is the bad guy, but Mister X was Dr Wiley the whole time. Probably one of the most infamous ex
amples of this was Batman Arkham Knight where Rock Steady was like, "Yeah we made a completely new character. Bask in the mystery that is the Arkham Knight. You'll never, ever know who it is because every guest will be wrong because it's a new person. Don't even try it because it is not a person from before, at all." And then it was Jason Todd, The Red Hood, who everybody who knows even a tiny bit about Batman assumed he would be. It was such an obvious choice a lot of people assumed it wouldn't
be, because they wouldn't make a mysterious new bad guy that would be that obvious, right? Except they did. These are just some of the more obvious examples. But games do this all the time. I guess certain developers just really like putting twists in their games no matter how visible they are from a mile away. If a game developer ever gives an interview saying that the bad guy is totally new, you will never believe who it is, you've never seen anything like this before, it's 100% the truth. Do
n't believe them. It's pretty much fake. And number one, random number generators, or RNGs, as many call them. They're however game handles randomness, but if you want to get rare loot or you want to get a hit or a win in roulette, critical hits, et cetera, it's up to the RNG. So how come I've got a 50/50 chance to hit here but it took me 12 tries? What's deal with that, random number generator? Anyone who's played XCOM has been in this scenario, you got a 95% chance to hit. Somehow you miss thr
ee times in a row. And it's like, "What?" Then it tells you the enemy's got a 5% chance to hit and they hit you every time. Or like try to go for rare loot in a game, like Destiny 2 or Monster Hunter and you know the pain of an RNG. The odds don't sound that bad, but for some reason you had to grind for hours to get something that after some small calculations you figured it would take like 20, maybe 40 minutes to get. That is the evil power of the random number generator. And it's not necessari
ly lying to you, except for you know when it is. Like, here's the fun part about it. These games don't actually have true randomness. They tie the RNG system with something else internally. That's the reason why speed runners are able to make seemingly random things happen, 'cause those things affect the outcome of the game's random number generated. If you know how to manipulate it, it's pretty great. But for most of us who can't see the Matrix, it just means a lot of the time the randomness is
actually worse and makes the game sound horrible. Of course, XCOM and games like that actually do go out of their way to help you on lower difficulty levels by secretly increasing your chances to hit if you miss a shot and stuff like that. But it can still feel like the RNG's working against you if you miss enough. And it might be, to be frank. Sometimes their distrust of RNG's maybe personal bias and maybe there's nothing actually wrong with the game and it's being completely honest with you,
but that doesn't matter. We've all had to deal with RNG in some form of games and I think it's safe to say that basically everybody's been burnt by it somehow. If you're a gamer, you're not gonna trust RNGs. Doesn't matter how good your chances are because when the chips are down, you really need that perfect shot. That's the time you gotta remember you can't beat the house. And if you know the house is cheating, it's very unlikely you can prove it. Also, good luck with the legal battle if you t
hink that that's a good idea. Suing the casino because you think you won a few grand on blackjack ain't gonna work out your way. I promise you. And that's all for today. Leave us a comment, let us know what you think. If you like this video click like. If you're not subscribed, now is 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 subscriptions, so click subscribe. Don't forget to enable all notifications. And as always, we tha
nk 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.

Comments