Third pro tip: any enemy that has a hammer has secretly increased the size of the hammer head to 2.5 times its original size, so get back when they swing towards the ground
The Bell Gargoyles might be the single greatest weaponmasters in the entire series. Imagine doing that kind of flourish with a halberd so fast that a camera can't even capture it, right in the middle of a swing.
The Ceaseless arm thing explains a lot, I dont fight ceaseless normally that often, but when I did, I got it by that arm so many times when I rolled to the left, that I just assumed the hitbox was so massive in both directions LMAO
Queelag's boss design seems like the people designing the boss moves and the people designing the arena did not communicate. The lava looks fine on a flat surface but most of the time you’re fighting her on an incline
I’m wondering if you’re ever going to give Sekiro the same treatment. I remember being super impressed by how responsive it felt, I’m struggling to remember jank.
That is mostly because you deflect everything anyway, so precise hitboxes are much less important. I actually expect more jank there, because they can get away with it mich more easily.
>struggling to remember jank Grabs. Like anywhere else. Even more than anywhere else probably. Also I'm sure Demon of Hatred has some bullshit aoe too.
You understand that hitboxes are balanced to be fair from players perspective. Just because they look goofy from the side doesnt mean they wont work right while fighting. Vice versa is true as well.
The problem isn't so much that you get hurt, but how much it hurts you. Like, I'm not going to do a giant flinch like I've been punched if some fire fell next to me.
She's pretty forgettable AS a boss. I mean, most people only fight her for her weapons for achievements and otherwise kinda treat her more like an NPC.
hitboxes aside, that way of implementing the lava is really smart, it works great visually and the performance tradeoff vs simulating it is probably huge
Love these videos. Looking forward to the other parts. With Kellog’s lava I think most of the disconnect between hitbox and visual is the uneven terrain. If it was a flat floor it would work fine but they didn’t seem to factor in the floor.
Gargoyle should be the Gimbal Lock problem mentioned by the author. I checked his movements and there is no problem. He always keeps his palm facing up when he slashes. But in the animation, his hands do rotate inexplicably. As for the similar example given by the author, Godskin. I don't think it is this problem. Because when Godskin does this action, his spine seems to be separated from his body.
After some explanations from some experts, it seems that it is due to the problem of the motion engine. This engine processes this kind of short-term displacement action, which will cause this kind of Gimbal Lock problem.
Wait wait wait, you're telling me they struggle to line up the animations of most attacks to what a model is doing, and yet they somehow managed to also set it up so the hitboxes perfectly follow the two whole animation errors in the same attack in the Gargoyles?? I mean, okay, I assume Fromsoft's problem usually comes in during the act of spawning the hitboxes, and in this case they had an object to directly attach the hitbox to, but that's still just so funny? No one double checked the animation, with or without the hitbox sight on?
Regarding gimbal lock: 3D rotational axis(euler, not quaternions) work on 3 nested axis layers. Think 3 rings within eachother that each can rotate on only one axis. The outermost 3rd ring moves all the rings, the middle ring moves itself and the inner ring and the innermost ring only moves itself. This normally works "fine". The problem arises if you "sync" the rotation of 2 or 3 rings which causes gimbal lock or a loss of axis. For example: If you in blender create an Armature joint-bone Ctrl+A (Properties/Data(Armature)/ViewportDisplay/Axis //to display each bone's axis. ) In 3D Viewport panel instead of object or edit mode, select "pose mode" with the joint-bone object selected either by clicking on it in the 3D Viewport panel or Outliner panel. In the 3D Viewport press "N" to open the Sidebar, then Set Rotation/RotationMode/"XYZ Euler". (This tells the order of rings) If you now change the rotation numbers to: X=0, Y=90, Z=0 Now when you drag the rotate values in the Sidepanel to rotate X or Z you will rotate the same direction and have effectively "lost" the Z axis because by rotating the middle ring Y 90 degrees and with it as a consequence the inner ring Z... Z now overlaps with the outermost ring X. This can be understood from the "XYZ" ordering which indicated the nesting of the axis'. All Euler rotation orders are prone to gimbal lock - the only difference is which axes are affected, depending on the chosen order. If you have to use Euler rotation, you will eventually face gimbal lock issues in your animations. This can be challenging, as gimbal lock is often not visible while you're creating poses and animations. It's an under-the-hood "math problem", meaning it typically requires attention to rotational values and experience to spot. However, there are scripts and tools out there that attempt to solve it. Anyone who knows more, feel free to correct if I got anything wrong :)
I still recommend eventually doing a video on Bloodborne, I want to know how they did such accurate hitbox (most of the time) for such a fast paced game
Priscilla is NOT forgettable. It's the one boss that you can talk too and you feel bad for trying to go for her tail. Also Dark Souls 1 was the easiest game in the series. To the point where I didn't have any issue with hitboxes. They actually felt fine when playing it.
Did the Ceaseless cheese get patched in at some point? On 1.0 (the only version I play), I've never been able to get it to work. I've had to hide down a corridor and smack his tentacle when he tries to grab me. Also, witch's robes on 1.0 are crazy good.
@@Sammysapphira It's not though, yet you're too brainwashed by youtuber opinions when you've never even played the game yourself. Or had made your own perspective on anything ever.
Always great to go behind the scenes in games, but I think what putting these attacks in slow-mo or pausing them fails to illustrate is movement: A lot of these attacks (such as the fireblast from the Ceaseless Discharge) move so fast that their mismatched hitboxes seem more absurd than they really are. Not to mention that fire radiates energy. You absolutely do not need to stick your hand into a fire in order for it to burn you. Hitboxes/hurtboxes in video games aren't supposed to look correct, they're supposed to *feel* correct. The delayed hitboxes on AOE shockwaves are almost certainly there for dramatic timing, not as a mistake. Still a fun video though!
Except you can't feel heat in video game. I'll tell you a secret only few game developers know: fire you see on a screen is not a real fire, it's just a bunch of pixels. In order to avoid attack player has to assess the situation based solely on visual and audio cues. If they don't align with what's actually going on - it can't feel good.
It really doesn't. Ds2 has a golden quadrifecta of janky/floaty as hell animations, hitboxes on elbows and shit that constantly clip you if youre closer than the devs intended (bonus points for when hitboxes are actually flat out stupid for boss weapon attacks), slow as heck combat and the hidden stat of adp that make most new players suffer because they dont realize AGL is tied to i frames, and even then hitboxes can linger uncomfortably long. And look, played through the game to the ending, more than once, and only enjoyed it when I mainly used dodges as a means to make distance with the enemy, loled at the uselessness of shields aside from parrying due to high stamina cost, and knew when hitboxes would be jank so I could just plan around it down to timing dodges in a way that 100% does not match animations (thrust attacks are the worst for this and some attacks have barely any intuitive windup). TL;DR Ds2 hitboxes are actually quite decent (excepting a couple of bad standouts) on their face but all the effort is squandered when animations and etc. make reacting to them an absolute bitch.
Finally, justification for why I hate the Gargoyles boss (I mean, I fully admit I still get tunnel visioned really easily but still, even fighting one is more of a pain than it needs to be)
I don't understand how it can be this bad while at the same time not having a negative affect on my playthrough. The only thing I remember noticing the the ceaseless Discharge.
Because they were implemented in an intuitive enough way to be understandable and learnable. I think they "feel" decent in practice cause they are so avoidable to the point that if something got close enough to look like it did damage, it's easy for us to accept that we could just time our rolls or blocks better. There's a lot of stuff that he shows that looks bad, but doesn't actually affect most players. Like when you see hitboxes all over big bosses. You're usually not touching all over a giant boss that's currently attacking and in fact some of these hitboxes are too high up to reach you anyway. Other times, they can even be helpful by communicating to keep you're distance with shockwaves, this is a weirdly intuitive part of the hit boxes I was referring to.
I just don't understand why you would ever have a significant mismatch between what an attack looks like and what its hitboxes are. E.g. when you have a limb swinging, just approximate *each bone in the limb's animation skeleton* as a capsule collider that automatically moves with the bone! With a straight sword, make the capsule *the same* length and width as the sword's blade unless the blade tapers, in which case use 3 to 5 capsules laid end-to-end, with each one wider than the last as you move from tip to hilt. The blade of Priscilla's scythe should be *at least* three capsules that together form an arc, instead of just one. And on and on. Basically, you should place your colliders in such a way that you feel good about how they look when visualized in ultra-slow motion like these videos do. And this isn't a question of performance, because the same games are happy to use 10 to 20 colliders at once when the fire/frost/magic/etc. attacks come out. The only tricky case is Quelaag's persistent lava, since it has to continue existing while other attacks get performed. Maybe they could've made its collider position dynamic, by calculating which parts of the visual model are above the floor and then using gradient descent to move and shrink the collider sphere to best match that. If it's not possible to do all of that in one frame, then the game could've decided where all of the lava is going to land right at the start of the attack, and then done the calculations in spare cycles throughout the remaining ~1 second before the lava actually appears.
@AlcyonEldara check videos about ds2 hitboxes, it's literally similar to ds1 and ds3, hell all of their games have these problems, but I still love all of their games
I know Dark Souls is still a great game, I also love it. But bashing a 15 year old game for having some jank is getting boring now. Compared to many games back then Dark Souls did alot better than many games that came out around then even with its jank. And I think some of problems like the twisting hand while attacking are a result of much much stronger hardware than what was back then. It probably never happend on the PS3 back then because the game was already taxing the hardware while today it runs with 5times the FPS and CPU power than intended. Some animations hitboxes probably also were made with the less powerful hardware in mind, to get a certain attack to feel like it be more dangerous it has to catch you a tick earlier. Today its 10ticks earlier because we have ten times the hardware and it looks jank because it aged badly.
Holy shit its been over a decade and you're still mad? Get good and stop whining. Just because you're bad at videogames doesn't make it "artificial difficulty". Go back to watching Extra Credits where you belong.
@yaboiricku919 That's what drives me up the wall about this video. Hitboxes aren't meant to follow the model exactly. There's a reason hitboxes extend in front of the animation and it's because, well, its animating... slowing down the attacks to a freeze frame and showing the active hitbox is just goofy. Most of these attacks swing nearly instantly and it would be nearly impossible to detect any hitbox discrepancy on the vasy majority of these.
@Sammysapphira awww somebody got big mad over a comment they disagree with. Learn to play games that don't artificially inflate difficulties and get back to me bud. Memorizing boring repetitive patterns and dodging invisible nonsensical hit boxes is not " getting good ". Honestly shouldn't even be allowed to be called gamers. Have a day you ridiculous snowflake.
This was a fun and interesting video, but I was struck by your comment about Remastered not fixing the hitbox issues. I honestly am glad they left in all the jank, it’s part of what makes Dark Souls such a funny and chaotic game, the whole thing is held together with gaffa tape and superglue. It’s very much a “warts and all” kind of a masterpiece, and it’s why I don’t like the idea of a full on remake ever being made, because the game is a real lightning in a bottle experience that can never be truly replicated. The graphical improvements were all I ever wanted to see. But that’s just my opinion! Looking forward to seeing how janky the rest of the bosses are hehe!
Because these people are just tourists who want to consume mass media and for everything to conform to their desires. Ds1 remake was an absolute tragedy of a remake that ruined a good game, yet people still want them to ruin it more.
1:48 Easy. Could you imagine the outrage if they changed any of those hitboxes? People already complain about some of the minor changes in DSR. They were quite smart IMO by not messing with the core game mechanics.
If the hit detection were "model accurate," then almost none of the attacks would actually hit your character. This obsession with model accurate hitboxes opposed to hitboxes that accomplish their goal for gameplay has gotten ridiculous.
Its absolutely funny seeing DS2 apologists commenting dark souls 2 beat the allegations when thats the only game where blades can hit you even if you are pretty far away from them.
DS1 pro tip: If you think an explosion wont hit you. It will.
Third pro tip: any enemy that has a hammer has secretly increased the size of the hammer head to 2.5 times its original size, so get back when they swing towards the ground
Fucking Stray Demon….
Doesn't this just apply to every attack?
The Bell Gargoyles might be the single greatest weaponmasters in the entire series. Imagine doing that kind of flourish with a halberd so fast that a camera can't even capture it, right in the middle of a swing.
Nameless King in DS3 can also do a similar move
The Ceaseless arm thing explains a lot, I dont fight ceaseless normally that often, but when I did, I got it by that arm so many times when I rolled to the left, that I just assumed the hitbox was so massive in both directions LMAO
His fire attack is stupid too
It finally makes sense, I was never bad at Dark Souls, it was the hit boxes!!
or maybe it was _both!_
@trace6314 That was taken away from me way too soon 😂😂 the truth is harsh.
Queelag's boss design seems like the people designing the boss moves and the people designing the arena did not communicate. The lava looks fine on a flat surface but most of the time you’re fighting her on an incline
4:45
He just floats up...
Zerolenny would be proud.
Floats Down
Your comment made the whole office laugh XD
The dog's hitbox also activates a couple of frames after the animation starts. It's absolutely disgusting
I’m wondering if you’re ever going to give Sekiro the same treatment. I remember being super impressed by how responsive it felt, I’m struggling to remember jank.
That is mostly because you deflect everything anyway, so precise hitboxes are much less important. I actually expect more jank there, because they can get away with it mich more easily.
>struggling to remember jank
Grabs. Like anywhere else. Even more than anywhere else probably. Also I'm sure Demon of Hatred has some bullshit aoe too.
@@perdakhurtschained ogre is mega bs
Chained Ogre would like to have a word.
@@silverz5839chained ogre is actually really east
Random ds2 video reviews/critiques/analysis: "Even ds1 hitboxes are better!!!"
Ds1 hitboxes:
Didn't say they were good, just better than trash souls 2
@@saysalla cry more saysalla
@@saysalla hell nah, they're not better not by a mile
@@saysallathere’s a video from this same creator proving this notion wrong, quit hating without research
@@saysalla there not
ds2 is finally getting justice and beating the accusations
It's really not.
People will always complain rather than adapting from game to game
@@LeGabrielManI enjoyed both games have a hard time seeing why 2 was hated so much
You understand that hitboxes are balanced to be fair from players perspective. Just because they look goofy from the side doesnt mean they wont work right while fighting. Vice versa is true as well.
@@xentiment6581 true but point is that when it works better in ds2 its pretty pointless to say ds2 is worse than others vecause of bad hitboxes
So you're telling me Ceaseless Discharge is endless shit? How poetic
"I don't have to roll, that won't hit me". Famous last words
First time I fought Queelag, whenever she'd prepare her explosion i'd just FREAKING RUN DUDE, like, it was genuine despair lol
Not to be devil's advocate for bad hitboxes, but have you ever checked flame hitboxes irl? It usually somewhat bigger than the actual model
that works for normal campfire, won't work for explosion like fire
You are coping and you know it
😂lil bro doesnt know how temperature and heat works
At least for the lava, this is probably the best argument for the horrific lava hitboxes.
Shame those hitboxes still suck, lmfao.
The problem isn't so much that you get hurt, but how much it hurts you. Like, I'm not going to do a giant flinch like I've been punched if some fire fell next to me.
Since 2016 I've been calling her Hitbox Witch Quelaag.
8:20 flame hitbox is his lava being HOTTER than the sun and scorching you from distance (the only plausible reason I can think of for this bullsh*t)
Fun fact about the Centipede Demon: He can still use his long arm punch even after you have cut his arm off. (Source: Personal experience).
Talking about the dangers of Asylum Demon's chonky cheeks made me laugh.
Did he just say Priscilla was the most forgetable boss in DS1?
Maybe obscure would've been a better word since I'd reckon most players never even saw her.
I was just losing it over that as well. Maybe forgettable boss but certainly not a forgettable character. "But why? What seeketh thee?"
She has nice feet tho
She's pretty forgettable AS a boss. I mean, most people only fight her for her weapons for achievements and otherwise kinda treat her more like an NPC.
@@alexanderkleiman6366 the feet tho
hitboxes aside, that way of implementing the lava is really smart, it works great visually and the performance tradeoff vs simulating it is probably huge
9:50 that explains a lot I always knew that attack is more hard to dodge than the average.
Dude this is the vindication series. Cant stop screaming I KNEW IT!!!
Been waiting for this vid, nice work mate!
Love these videos. Looking forward to the other parts. With Kellog’s lava I think most of the disconnect between hitbox and visual is the uneven terrain. If it was a flat floor it would work fine but they didn’t seem to factor in the floor.
Fixing gimbal lock? But that requires using quaternions! You can't expect that of mere mortals!
Gargoyle should be the Gimbal Lock problem mentioned by the author. I checked his movements and there is no problem. He always keeps his palm facing up when he slashes. But in the animation, his hands do rotate inexplicably. As for the similar example given by the author, Godskin. I don't think it is this problem. Because when Godskin does this action, his spine seems to be separated from his body.
After some explanations from some experts, it seems that it is due to the problem of the motion engine. This engine processes this kind of short-term displacement action, which will cause this kind of Gimbal Lock problem.
DS1 compensates for the shitty hitboxes by giving you a lot of s.
Wait wait wait, you're telling me they struggle to line up the animations of most attacks to what a model is doing, and yet they somehow managed to also set it up so the hitboxes perfectly follow the two whole animation errors in the same attack in the Gargoyles?? I mean, okay, I assume Fromsoft's problem usually comes in during the act of spawning the hitboxes, and in this case they had an object to directly attach the hitbox to, but that's still just so funny? No one double checked the animation, with or without the hitbox sight on?
11:30 so THIS is why magma wyrm makes me anxious
I am a victim of that ceaseless fireball. I died to it many many times as a kid and just thought I was an idiot and forgot how to run away from him.
damn ds 2 have better hitboxes
No it doesn't.
Unironically
@@AlcyonEldara Dude, you can literally watch the dark souls 2 hitbox analysis on this channel and see for yourself how they ARE better in ds2
@@AlcyonEldarawatch his ds2 hit box video
Ignorante del cazzo 😂@@AlcyonEldara
Regarding gimbal lock:
3D rotational axis(euler, not quaternions) work on 3 nested axis layers.
Think 3 rings within eachother that each can rotate on only one axis.
The outermost 3rd ring moves all the rings, the middle ring moves itself and the inner ring and the innermost ring only moves itself. This normally works "fine".
The problem arises if you "sync" the rotation of 2 or 3 rings which causes gimbal lock or a loss of axis.
For example:
If you in blender create an Armature joint-bone Ctrl+A (Properties/Data(Armature)/ViewportDisplay/Axis //to display each bone's axis. )
In 3D Viewport panel instead of object or edit mode, select "pose mode" with the joint-bone object selected either by clicking on it in the 3D Viewport panel or Outliner panel.
In the 3D Viewport press "N" to open the Sidebar, then Set Rotation/RotationMode/"XYZ Euler". (This tells the order of rings)
If you now change the rotation numbers to: X=0, Y=90, Z=0
Now when you drag the rotate values in the Sidepanel to rotate X or Z you will rotate the same direction and have effectively "lost" the Z axis because by rotating the middle ring Y 90 degrees and with it as a consequence the inner ring Z... Z now overlaps with the outermost ring X.
This can be understood from the "XYZ" ordering which indicated the nesting of the axis'.
All Euler rotation orders are prone to gimbal lock - the only difference is which axes are affected, depending on the chosen order.
If you have to use Euler rotation, you will eventually face gimbal lock issues in your animations. This can be challenging, as gimbal lock is often not visible while you're creating poses and animations. It's an under-the-hood "math problem", meaning it typically requires attention to rotational values and experience to spot. However, there are scripts and tools out there that attempt to solve it.
Anyone who knows more, feel free to correct if I got anything wrong :)
I'm always mentally adding like a 2 meter hitbox on weird feeling attacks just to be save
In defense of the dogs, theyre pretty jank in all the fromsoft games. Im starting to wonder if its intentional.
Can't wait to see bed of chaos hitboxes 👹
LOVE SEEING DS2 HATERS BE WRONG AS USUAL
I am hoping you go for the giant guards at Anor Lpndo, I swear those shield slams linger for ages.
I still recommend eventually doing a video on Bloodborne, I want to know how they did such accurate hitbox (most of the time) for such a fast paced game
Console exclusive means modding and debug tools are nearly impossible.
@@thehittite6982 there are versions that have been able to made to run on emulators, I’m sure it is possible to get it to work
Then there’s that small percentage that isn’t most of the time
*cough cough*
EBRIATAS CHARGE
@@trypticon8619 Exactly why I said most of the time actually, I still hate how the best method to survive it is just stand still and take it
@@cypinexe2223 I know, I was making a joke
And yeah your right, fuck that fight
I love Dark Souls, so seeing this it is nice to know that when you think you got hit by bullshit, it really was bullshit =D
Watching your dad stand in the middle of the lava genuinely blew my mind when I saw it 😂
So me going " THATS BULLSHIT, that didn't hit me" is true
Ceaseless Discharge spammed that fire attack over and over again during my blind learning runs of that boss. I feel so vindicated thank you.
I'm still traumatized by Ceaseless's fire
3:55 I had a problem with this attack the other day against the Stray Demon
oh hell yeah
And yet DS2 gets all the hate for it's objectively better hitboxes, amongst other hypocritical things.
THIS SERIES NEEDS MORE VIEWS
@Babe1Baby2 What program do you use for your hit box videos?
Priscilla is NOT forgettable. It's the one boss that you can talk too and you feel bad for trying to go for her tail.
Also Dark Souls 1 was the easiest game in the series. To the point where I didn't have any issue with hitboxes. They actually felt fine when playing it.
Did the Ceaseless cheese get patched in at some point? On 1.0 (the only version I play), I've never been able to get it to work. I've had to hide down a corridor and smack his tentacle when he tries to grab me.
Also, witch's robes on 1.0 are crazy good.
Ds2 is nowhere near as bad as ds1 yet people only complain about ds2 since its cool to hate on it.
Maybe it's just a bad game. Have you considered that?
@@Sammysapphira It's not though, yet you're too brainwashed by youtuber opinions when you've never even played the game yourself. Or had made your own perspective on anything ever.
Always great to go behind the scenes in games, but I think what putting these attacks in slow-mo or pausing them fails to illustrate is movement: A lot of these attacks (such as the fireblast from the Ceaseless Discharge) move so fast that their mismatched hitboxes seem more absurd than they really are.
Not to mention that fire radiates energy. You absolutely do not need to stick your hand into a fire in order for it to burn you.
Hitboxes/hurtboxes in video games aren't supposed to look correct, they're supposed to *feel* correct.
The delayed hitboxes on AOE shockwaves are almost certainly there for dramatic timing, not as a mistake.
Still a fun video though!
Except you can't feel heat in video game. I'll tell you a secret only few game developers know: fire you see on a screen is not a real fire, it's just a bunch of pixels.
In order to avoid attack player has to assess the situation based solely on visual and audio cues. If they don't align with what's actually going on - it can't feel good.
Here come the copes! I bet you will buy a Switch 2 day one!
For the large explosion hitboxes: being larger than the flames could be acting as a shockwave?
I learned a lot, thanks.
me when i "remaster" a game, don't fix anything and add new bugs: 🤑🤑🤑
this also applies to bluepoint, for royally messing up the DeS "remaster"
Could you please make a video for spells hitboxes in ds series? Like gravelord blade dance etc.
I dream that such a movie would be made but about monster hunter world and wilds😭 i lovv mh series so much
i wonder if the lightning gargoyles'... lightning has the same hitboxes as the fire or if they're better or worse
DS2 gets so vindicated with these
It really doesn't.
Ds2 has a golden quadrifecta of janky/floaty as hell animations, hitboxes on elbows and shit that constantly clip you if youre closer than the devs intended (bonus points for when hitboxes are actually flat out stupid for boss weapon attacks), slow as heck combat and the hidden stat of adp that make most new players suffer because they dont realize AGL is tied to i frames, and even then hitboxes can linger uncomfortably long.
And look, played through the game to the ending, more than once, and only enjoyed it when I mainly used dodges as a means to make distance with the enemy, loled at the uselessness of shields aside from parrying due to high stamina cost, and knew when hitboxes would be jank so I could just plan around it down to timing dodges in a way that 100% does not match animations (thrust attacks are the worst for this and some attacks have barely any intuitive windup).
TL;DR Ds2 hitboxes are actually quite decent (excepting a couple of bad standouts) on their face but all the effort is squandered when animations and etc. make reacting to them an absolute bitch.
@ I literally had 0 of those issues you just described. I never had issues with the animations?
@ most of the time if a hit felt weird it’s because of ADP
I love the cycle of DS2 fan boys. Level ADP is always the response. Doesn't matter what you say or how you say it.
@@Meerkat628 For anyone not familiar, this person lies.
thank you for helping to make frame data accessible to the casual playerbase babe1
Boobalady will aways be in Gigadad's mind.
"Dark Souls: Remastered" is better marketing than "Dark Souls: Switch Port". That's why.
Finally, justification for why I hate the Gargoyles boss
(I mean, I fully admit I still get tunnel visioned really easily but still, even fighting one is more of a pain than it needs to be)
Its always a wake-up call when i go to souls games before Elden Ring and have to rewire my brain
I don't understand how it can be this bad while at the same time not having a negative affect on my playthrough. The only thing I remember noticing the the ceaseless Discharge.
Because they were implemented in an intuitive enough way to be understandable and learnable.
I think they "feel" decent in practice cause they are so avoidable to the point that if something got close enough to look like it did damage, it's easy for us to accept that we could just time our rolls or blocks better.
There's a lot of stuff that he shows that looks bad, but doesn't actually affect most players. Like when you see hitboxes all over big bosses. You're usually not touching all over a giant boss that's currently attacking and in fact some of these hitboxes are too high up to reach you anyway.
Other times, they can even be helpful by communicating to keep you're distance with shockwaves, this is a weirdly intuitive part of the hit boxes I was referring to.
I just don't understand why you would ever have a significant mismatch between what an attack looks like and what its hitboxes are. E.g. when you have a limb swinging, just approximate *each bone in the limb's animation skeleton* as a capsule collider that automatically moves with the bone! With a straight sword, make the capsule *the same* length and width as the sword's blade unless the blade tapers, in which case use 3 to 5 capsules laid end-to-end, with each one wider than the last as you move from tip to hilt. The blade of Priscilla's scythe should be *at least* three capsules that together form an arc, instead of just one. And on and on.
Basically, you should place your colliders in such a way that you feel good about how they look when visualized in ultra-slow motion like these videos do. And this isn't a question of performance, because the same games are happy to use 10 to 20 colliders at once when the fire/frost/magic/etc. attacks come out. The only tricky case is Quelaag's persistent lava, since it has to continue existing while other attacks get performed. Maybe they could've made its collider position dynamic, by calculating which parts of the visual model are above the floor and then using gradient descent to move and shrink the collider sphere to best match that. If it's not possible to do all of that in one frame, then the game could've decided where all of the lava is going to land right at the start of the attack, and then done the calculations in spare cycles throughout the remaining ~1 second before the lava actually appears.
This is why I use poise
Im curious about the lesser taurus demons . They feel more unfair than the boss version
Also what is up with the invisible patch of lava in the same area?
Yet you have ppl calling ds2 the game with the worst hitboxes
Because it is
@AlcyonEldara check videos about ds2 hitboxes, it's literally similar to ds1 and ds3, hell all of their games have these problems, but I still love all of their games
Because people who fail to time their roll blame the hitbox
Because it feels more jank, since you have to level a stat to have the same dodge roll as the other games?
@@darnok6407 LEVEL STATS?! IN - RPGS -?
Unheard of!
Also, git gud.
but it made us stronger. we were forged by the jank an undone by the jank till we became god's of the jank.
Fear the old code
True! I wonder if Nightreign will fix em.
Just take a look at from soft's track record. They won't fix shit, the fanboys would buy if Miyazaki would shit on a plate and sell it for 60$
>priscilla
>most forgettable
pick one
can you check out sekiro hitboxes? i really think that would be super interesting aswell
hitbox a lot of the time should not match weapon, but some of those examples are weird for sure
The next comment is going to mention ds2
Ignoring the "first" comment, it's rather funny that you're right.
3:00
Why did bro hit the NaeNae?
The effects like fire and and many more are different in remastered, I think the original effects are more accurate
“It is much wider than you would expect and longer as well” that’s what she said 😂
asylum demon actually has a bbl good god
I know Dark Souls is still a great game, I also love it. But bashing a 15 year old game for having some jank is getting boring now. Compared to many games back then Dark Souls did alot better than many games that came out around then even with its jank.
And I think some of problems like the twisting hand while attacking are a result of much much stronger hardware than what was back then. It probably never happend on the PS3 back then because the game was already taxing the hardware while today it runs with 5times the FPS and CPU power than intended. Some animations hitboxes probably also were made with the less powerful hardware in mind, to get a certain attack to feel like it be more dangerous it has to catch you a tick earlier. Today its 10ticks earlier because we have ten times the hardware and it looks jank because it aged badly.
I really like the ordering done like this.
Interesting title. But yes. We learned to pretend it doesent exist.
Kalameet's head swing is so bullshit
wake up babe new dark souls hitboxes just dropped
No wonder why I quit this game compared to the other from soft games, I knew I wasn’t crazy for feeling this games jank
I love when people try to tell me these games don't have artificially inflated difficulty and the hit boxes look this this.
Most of these hitboxes are taken dramatically out of context, hitboxes arent supposed to *look* right they're supposed to *feel* right
Holy shit its been over a decade and you're still mad? Get good and stop whining. Just because you're bad at videogames doesn't make it "artificial difficulty". Go back to watching Extra Credits where you belong.
@yaboiricku919 That's what drives me up the wall about this video. Hitboxes aren't meant to follow the model exactly. There's a reason hitboxes extend in front of the animation and it's because, well, its animating... slowing down the attacks to a freeze frame and showing the active hitbox is just goofy. Most of these attacks swing nearly instantly and it would be nearly impossible to detect any hitbox discrepancy on the vasy majority of these.
@Sammysapphira awww somebody got big mad over a comment they disagree with.
Learn to play games that don't artificially inflate difficulties and get back to me bud.
Memorizing boring repetitive patterns and dodging invisible nonsensical hit boxes is not " getting good ".
Honestly shouldn't even be allowed to be called gamers.
Have a day you ridiculous snowflake.
everything in lost izalith is trash, especially bosses
fromsoft b team saw lost izalith and said "yep this is good" and made their entire game like that
@@saysalla cry more saysalla
Ive come to find out that dark souls isnt fun on the first playthrough but rather the many playthroughs after.
This was a fun and interesting video, but I was struck by your comment about Remastered not fixing the hitbox issues. I honestly am glad they left in all the jank, it’s part of what makes Dark Souls such a funny and chaotic game, the whole thing is held together with gaffa tape and superglue. It’s very much a “warts and all” kind of a masterpiece, and it’s why I don’t like the idea of a full on remake ever being made, because the game is a real lightning in a bottle experience that can never be truly replicated. The graphical improvements were all I ever wanted to see. But that’s just my opinion! Looking forward to seeing how janky the rest of the bosses are hehe!
Because these people are just tourists who want to consume mass media and for everything to conform to their desires. Ds1 remake was an absolute tragedy of a remake that ruined a good game, yet people still want them to ruin it more.
Peaksouls 2 looking better and better each video
It's a shitshow and you bootlickers know it
@twisted202 Peaksouls 2 looking to have some of the better hitboxes in the series so far
You only like it because your boyfriend hbomberguy made a video about it
@@Sammysapphira who?
Thats I use a shield in this game, rolling feels like complete garbage
Why cant we just mod fix these
Dad souls 3? 😊
Hey! There is a video in our channel dedicated to Dark souls 3! You can find it in our channel ❤
1:48 Easy. Could you imagine the outrage if they changed any of those hitboxes? People already complain about some of the minor changes in DSR. They were quite smart IMO by not messing with the core game mechanics.
Not so sure about that, if some of these are just straight-up buggy or tomfoolery
If it's bugged it should be fixed. That simple
My favorite game ever made is Bloodborne the goat
@aryanestrogen the goat, you mean
@@aryanestrogenquickstepslop*
B-b-but chuds told us that ds2 has the worst hitboxes!
7:38🤣😂
I love you Babe
And I, you, Lostinthesauce
If the hit detection were "model accurate," then almost none of the attacks would actually hit your character. This obsession with model accurate hitboxes opposed to hitboxes that accomplish their goal for gameplay has gotten ridiculous.
Its absolutely funny seeing DS2 apologists commenting dark souls 2 beat the allegations when thats the only game where blades can hit you even if you are pretty far away from them.
Like theres something different from watching frame by frame hitdetection and actually playing the game.