A touch of The Dark Tower in Red Dead Redemption 2

Originally published at: https://boingboing.net/2019/12/06/a-touch-of-the-dark-tower-in-r.html

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ISTR a section of Greenbelt in Fallout III where you could get behind the background structures and then to the “level zero” plane and see buildings from underneath. Terrain is transparent from the wrong side so the buildings seemed to float in the air.

It’s still like that. You can turn on “clipping” (or turn it off? something about clipping) and walk through walls into building shells and the like. One player in Fallout 76 built a player home underneath the map, that you glitch your way into. When an unwanted guest strolls in, she opens the building editor and deletes the floor from under them, and they fall into eternity.

I paid for the PC version of RDR2 and tried playing it for a few moments last month. It seemed like it was mostly “Press E to continue watching cutscenes.” In the tutorial I had to press E to pick up my gun, and press R to pick up my hat. And I just had to wait for the game to tell me which button to press to continue my experience. It felt like the game was just wandering aimlessly until it was time to press E or R.

Sometimes you have to press and hold E or R, which I guess breaks up the monotony.

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That’s nice and all, but I’m still waiting on a good movie or tv series based on TDT itself; I love me some Idris Elba, but that horrible excuse for a movie was just awful.

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The tutorial section in the beginning is particularly long and grinding. Expecially if you are a bit OCDish and wish to go back and re-do it because you have made mistakes. like me. It does get better. when you get out of the snowy mountains.

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The only thing missing in Mexico is a full reproduction of the bar From Dusk Till Dawn, with horse drawn buggies replacing the semi’ trucks from the movie.

Back when I was actively playing Morrowind/Oblivion/Skyrim regularly, I made it a special project to try to break into “out-of-bounds” areas, nearly everywhere, and otherwise torment the game’s engine. This was REALLY easy to do in Morrowind (since you had such flexible spells and could fly, essentially), very easy in Oblivion, and still pretty easy in Skyrim, without resorting to turning off clipping or somesuch.

Both Oblivion and Sjyrim also fell into a pattern of trying to contain players with supposedly “unclimbable” hills/walls, since they don’t allow actual flight; thing is, nearly all non-perfectly-vertical surfaces in either game CAN be climbed (eventually), if you know how…

I always wondered about the very distant “terrain” features you could sometimes see, that weren’t obvious skybox/background artifacts, similar to the pyramids shown above…

In Morrowind it was so easy to break out, it was almost impossible to stay permanently in the level. Accidentally dying by falling through a glitch in the floor of a dungeon was so routine that I stopped playing any character except the one who had a pair of magic flying pants. If my reaction time was good, I could fly back up into the level and keep playing.

Now I just need me a pair of magic flying pants IRL.

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