How Video Games LIE To You

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Published 2024-02-05
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All Comments (21)
  • @Jianichie
    Don't you dare tell me I can't double jump.
  • 2:01 in need for speed most wanted, the nitro increases your acceleration, if you are already at top speed it barely does anything.
  • @rolen47
    Team Fortress 2 made me realize that bullets come out of the player's eyes. Heavy weapons guy holds his minigun down by his knees but he's still able to shoot and hit targets while hiding behind cover.
  • @ndld4955
    Just imagine Bowser is the one trying to keep her safe in his castle from Mario 😂
  • @Polarbear_0515
    There’s actually another video game lie I know of. In the horror game Five Nights at Freddy’s: Sister Location, when exiting the circus gallery control module through the vent on Night 1, You here something in the vent, trying to attack you, but there’s actually nothing there, it was probably just added to give you the feeling something is going to jumpscare you if you don’t move fast enough. But you can go AFK in that part of the game for as long as you want, because there is nothing there, it was just an illusion made to keep up with the horror genre
  • @Descreeet
    I swear all of these rubberbanding, gaslighting, asswhooping mechanics exist in Valorant.
  • @TjarpDex
    I refuse to believe the XCOM 2 hidden accuracy buff is real because I will quite simply NEVER forget the time I had a 100% chance to hit a shot and it missed.
  • @equin0x22415
    Oh. My. God. THATS why the Crash Bandicoot Reboot is so hard?!?! I thought I was going nuts or losing hand/eye coordination because I felt like it's SO much harder to play now 😭😭😭
  • @nightwingvyse
    Alien Isolation was such a fantastic game and I've always been yearning for a sequel. It's the only game that's made me literally scream. Turning a wrong corner to have that thing notice you and charge, just the most terrifying thing.
  • @corkbulb2895
    The Crash Bandicoot remake actually didn't affect the "coyote time" at all. What happened was they changed Crash's hitbox from a square to round, and crash can only jump when his hitbox is touching ground. Therefore, the flat bottom square hitbox of the older game made it so you could stand and jump much farther from the edge of a ledge than in the remaster. The rounded hitbox of the remake also makes landing a jump much harder, because crash will slide back and off the ledge if he doesn't land beyond the front rounded half of his hitbox. This actually really messed up the difficulty and certain levels like the skyward ascent stage was near impossible. They actually had to go back and modify the game in an update because of this.
  • @vaclavkrpec2879
    FYI, old 8-bit computers and game consoles indeed didn't have any RTC (real time clock). Timing had been done in various ways; most often, it was derived from the vertical or horizontal TV output sync signal. See, analog TV based on a vacuum tube (aka CRT) literally prints each frame on the display using a stream of electrons fired from the "electron gun" cathode at the display anode. (In fact, it's simply rather high anode voltage that pulls them from the cathode with a little help of the field modulation, but that's maybe going too technical.) The stream is directed by electromagnets; where the electrons land, a pixel shines up. The whole frame is printed by lines. Whenever the electron stream jumps at the next line, a "horizontal sync" happens. When the whole frame is printed, a "vertical sync" happens. And when they happen, a "HW interrupt signal" is (may be) sent to the CPU, which then stops its current work and executes the appropriate registered interrupt handler. As the frame rate is fixed (defined by the TV standard, typically 25 FPS for PAL and SECAM), so are the synchronisation signals frequencies; and thus, they are usable to keep track of time (well, let's say reasonably well).
  • @ClannerA01
    In NFS, the rubber banding was so bad that i can induce it by hitting the accelerator hard just before a sharp turn but immediately tone it down so as not to actually lose control, and the cars behind me respond by accelerating so much they derail themselves (These cars are normally locked into the road and never slide) and they all crash into the wall behind me letting me get a few more seconds of lead time.
  • 25:50 The "neat little trick" to only render what you can actually see has been used in virtually every videogame that has graphics more advanced than the 70's Pong. Vanilla Doom and Quake have it, all Half-Life games and their derivatives have it, and every other such game does, modern or old. It's built-in into Unity and other engines. Games don't render everything behind you, objects behind buildings that you can't see, and even the backs of the buildings themselves.
  • @Guessnought
    As a kid I assumed it was by design that being further behind in mariocart ment I got access to better weapons. I was never under the assumptions that I would be able to get a lightning bolt or ghost if I was in second or first.
  • @KindredBrujah
    Man, how did Eternal Darkness never get a sequel? Criminal.
  • @tranz2deep
    I think my favorite silliness is the first-person train sequence in Fallout 3 which turned out to be the character RUNNING along the tracks with a train compartment around him.
  • Jay and Wesley.......after all these years I finally got their names.... In my opinion I like the coolguy voice better.
  • @benthecat4345
    The original Pokémon games also lie to you about the catching as the great balls are better than the ultra balls, now thankfully it was fixed in the later games but Red/Blue/Green/Yellow made the great balls unintentionally the better ball
  • @Knokkelman
    I'm 100% convinced that most MMORPGs have some form of bonus system for people who play less, like better droprates, easier random encounters, better loot and so on, so that people who only play once a week don't fall behind that much.
  • @Plazman
    In arcade fighters, your opponents get progressively more difficult until you die. After you put in another token, they lower the difficulty substantially to let you beat that guy easily and move on to the next challenger. Very addictive!