Can you beat FNAF Security Breach without seeing a single glitch?

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2022-09-26に共有

コメント (21)
  • Here's a fun game to play, watch the video and see how many glitches you can spot that happen in the background that none of us saw at the time! During the edit I saw a LOT of them. Happy hunting, and let me know what you find!
  • This just turned from "a no glitch run" to a "don't look at the glitches" run
  • For those who missed it, the premiere glitched. Now Backseat has to remake the entire video.
  • @staticradio724
    I love how quickly this devolved into, "Can you beat the game without looking at or interacting with anything?"
  • The fact you can complete this game backwards in less than an hour but can’t complete it without seeing any glitches tells you everything you need to know.
  • @ColaKong
    Never thought I'd see the day where "experience the game as the developers intended" became a challenge run
  • Whole thing is basically just frantically screaming "I DON'T SEE IT IT DOESN'T EXIST" and I am LIVING for it
  • @crazycanyon3028
    It’s so nice seeing a play tester in action as he tests the waters for glitches making sure this game is perfectly optimized and glitch free
  • @MissBuyNLarge
    this is highkey one of my all time favorite challenge run videos ever the fact that this game is so broken that "complete the game normally and uneventfully" is actually a challenge just speaks to the true level of quality we're dealing with here
  • The fact that large chunks of the strategy involve "avert your eyes"
  • Major props to you. I tried this and hated it so much because I couldn’t decide what was a glitch and what was just terrible game design
  • I would pay a considerable amount of money to have a "supercut" of this whole thing, where the successful run of each section are all stitched together into a single long video, creating the true "as the developers intended" experience of this game.
  • @emilyofjane
    I love how 50% of this run’s strat is basically going “I like that boulder, that is a nice boulder”
  • Just wanted to say, this is technically a world record glitchless speedrun
  • You know a game is broken when it's actually a genuinely difficult challenge to simply PLAY IT glitchless.
  • I love how a glitchless run is harder than a deathless run
  • @Adog00
    You laughing when you have to restart is commendable, really. I’d be slamming my controller into the depths of hell
  • The fact that your clever way of avoiding the glitch was to just distract chat has me losing my mind. Incredible work
  • @stickso
    24:32 for people that dont know, thats a door yes, a door flying for no reason, the immense disappointment of seeing a door flying had never been this high
  • At 21:44, I believe that's not a game related issue, but an artifact of the occlusion culling method used by Unreal. Objects normally can take a couple of frames to be detected as visible again, and that's why they pop into existence out of nowhere (not to be confused by everything unloading. That's the game screwing up). In this specific case, the engine probably incorrectly flagged that object as occluded, but once you moved the camera enough it detected it as visible again. Then again, it could be considered a screw-up by the developers if the model bounding box was somehow placed far from the actual object. At 24:32, the common occlusion culling popping artifact happens. What happened is that you passed near a door, that opened up, and occluded the far away door, which made the engine flag it as occluded. As you moved past the open door, the engine took a couple of frames to detect the door as visible again. At 31:19, this also happens as you open the door. At 32:57, I'd argue the blob got frustum culled away, probably due to an incorrectly sized model bounding box. At 33:47, what I think might've happened is that the engine didn't test occlusion for the endo model against the animated door, but instead against the closed door. In other words, for the occlusion culling code, the door snapped from open to close instead of swinging. It could also be that the game treats doorways in some special manner, and that it proactively flags some objects behind a closed door as invisible, but forgot to take into account the door animation. I'm leaning towards the first option.