Discovering Strange Things Out of Bounds In Ocarina of Time 3D | Boundary Break

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yeah [Music] thanks for clicking on the video really quick if you are new here what we're gonna be doing is we're gonna take the Legend of Zelda Ocarina Time 3d and move the camera outside of its intended boundaries in order to find unused content and explain developer techniques if you saw the original video of the n64 version two years ago you're gonna see a lot of similarities here and I'm going to be using a lot of that footage to compare side-by-side but still with that said there's a lot of decent new content here and I recommend that you stick around to the end of the video two people that I need to think really quick is Chani and Kimberly for the animation make sure that you check out their YouTube channel in the video description and this amazing camera toolset developed by Jasper he has something really special to share with you guys so make sure you check the video description for that or wait til the end of the video so I can explain it to you but with that said time to fulfill a longtime viewer requested episode The Legend of Zelda Ocarina Time 3d let's do it [Music] so in general I'm gonna be doing this episode in chronological order but I wanted to start off really strong with you here and show you something that I thought was really interesting so you might be able to recognize this place it's one of the grottoes in ocarina of time one of those places where you fall down a hole and you get a little bonus item well whatever told you this when you take the camera outside of any grotto in ocarina of time technically speaking every grotto that is designed for this game is all stored in one map what you're seeing right now is where all those grottoes are stored now you wouldn't normally be able to see this in game even if you could clip outside the grotto because the way that the engine typically works is that it would hide all the other grottoes if you're in the designated grotto that you're supposed to be in this is also the case for dungeons so when you see any zoom outs in this episode for any of those keep it in the back of your mind that there is a special exception being made so that you'd be able to see this [Music] one of the most defining separations between occur and time 3d and its counterpart the n64 version is that the n64 version had a lot of 2d textured areas whereas in the 3ds version all those areas have full 3d modeled areas now surprisingly in the n64 version there was something really cool about that which was that the developers left in the geometry that is 3d behind those 2d textures and so you have to see untextured 3d modeled areas that we never meant to be seen by the player but alternatively the 3ds version has 3d modelled backdrops that didn't exist in the original version and so outside the door here you can see a low poly version of kokiri forest but it honestly doesn't even end there if we were to take a zoom out of kokiri forest you'll see even more details outside of the boundaries one of which is really surprising to me it's the great Deku Tree and he's somewhat modeled over here but what makes it stand out against the original version is that you can see his retinas now in this low poly version of the great Deku Tree it's very very easy to see those retinas whereas when you see him in person those retinas are there but they're very very well hidden behind his eyebrows so as to not make a complete contrast to the original model also this is a really cool fact that I didn't even mention in the original episode but it is featured in both games and the cutscene where Navi is trying to go find link and you're in the first-person perspective there is a deco shield above my toes house now that fact alone is really cool but I want to know why this is here and so while reaching out to a Nintendo developer is a pipe dream it's probably never gonna happen I did reach out to someone who's doing a current project for Ocarina of Time melon speedruns who if you didn't know is making a 15 player online multiplayer version of ocarina of time pretty incredible I can't wait to play that and he gave me a little bit of insight on the shield that I would have never known and that is if you shot at it it would fall off of its hanging position meaning that this shield was likely meant to be the original spot in which you've got the shield and that you would have to have the slingshot before getting the shield and I was assured by melon speedruns that this was intentionally coded by the developers and so to summarize what you're looking at here is a relic of an original design decision for Ocarina of Time [Music] now this was pretty shocking to me I'm gonna let you in a little bit of a trade secret in the game industry whenever someone makes a first-person shooter game typically the only thing that exists are the things that you see right in front of your face everything else is either called out or simply doesn't exist and so when you pull the camera back it's very often you'll see just a pair of arms and a gun however in ocarina of time 3d there isn't a whole lot of sense being made here yes there are some aspects of Link's model that are called out but not the most important parts which is the head directly behind the camera that the game uses thankfully it still leaves a very interesting piece of footage to show you it's just unconventional also this is what the perspective looks like with adult link in his hook shot [Music] so this whole section is just going to be dedicated to the kingdom of Hyrule the Hyrule market plays the temple of time all the areas inside of that umbrella and the first thing I want to start with is the Hyrule marketplace now in the original episode for the n64 version this was the highlight moment once again the developers use 2d textures to depict the marketplace and when you took the camera outside of its intended boundaries you got to see the entire marketplace with that green 3d geometry but there was one major drawback to that and that was that we couldn't explore this area with a very limited camera well thankfully in ocarina of time 3d the camera is still limited to the player but it's fully 3d modelled and so now taking the camera anywhere we want allows us to explore the marketplace in the way it was intended to be for the very first time now some of the major differences that you'll notice here is the textures for the market people that you normally can't see from the front of the face has been removed seeing the original game there are some really really low quality textures for these eyes and mouths but here in the 3ds version it's completely gone also once again instead of a 2d texture to represent the castle off in the distance there's 3d depth illusion being used and side alleys are a particular treat you can now look at all this environment from any angle though some aspects of this are not shown on all sides like the hanging clothes if you try to look at it from the unintended angle you're not going to be able to see it in the outside of Hyrule Castle is generally the same in the original game there was a lot of 3d geometry used but of course once you got to a certain angle of the castle you'll notice that that model on top of the roof and the same could be said for the 3ds version as well but the major difference is often the distance you can see a texture was used whereas in this one there's some low poly models at play but by far the biggest inspiration behind this entire episode is the temple of time because it is fully modeled this time around or at least that's how it appears at first glance now again in the original game 2d texture so there was no way to really explore the temple of time and kind of get an idea of what the developers intended for you to see when you're looking at it but in Ocarina Time 3d I can now manipulate the camera in various angles to better immerse yourself into what this area is supposed to feel like though if you were to take the camera on the complete opposite side of the temple you'll see that there's no modeling on this side once again because the camera would never be angled in such a way in which you would be able to see it so to save on resources and time it's simply not there and also the Castle courtyard has some additional details that were not in the original game one of which being a hallway on the inside of the building that lines along all the windows it's all interconnected all the way to the very end of this whole segment which is pretty impressive also fun little fact that I don't even need to show here if you were to go at the castle courtyard at night the guards catch you immediately which is something you can experience on your own but fun Allah fact only a fraction of the Castle courtyard is actually modelled when you go there at night as opposed to here where it wraps all the way around to Zelda's courtyard and speaking of Zelda's courtyard there's a new room used here for the Mario cameo I think a lot of you know that if you shoot the slingshot at the window on the right and here a little Mario jingle and in Ocarina of Time 3d instead of showing portraits of the Mario characters they instead set up a Mario level and taking the camera inside the window can show you that there's a lot of environment here that the player would never get a chance to see meanwhile on the opposite side there's supposed to be a room that in the original game was in fact better setup than it is here but something that I didn't cover in the original episode that I'm happy to cover here is what happens to the guard who throws the bomb at you looking at it from this angle you can see the guard pokes himself out throws the bomb and then once he's out of sight he disappears again he's also a very special type of guard that's also used when looking for the window at Ganondorf in the same scene what makes them special is that they're not modeled on all sides they're only modeled in the front [Music] here's a viewer request that was a very long time in the making it's a zoom out of the Lost Woods now the reason why I never included the Lost Woods as a zoom out before is because when you zoom it out there isn't really a whole lot to see like I mentioned earlier in the episode on certain maps there are rooms that decide what you see at any given time and in lost woods once you're in that one quote-unquote room the other ones are made to be invisible but the cool thing about this is you see those black cones and black squares on the ends of each entrance and exit well the cones will always bring into a new map whereas the squares can simply load a new room but that's not what you guys want to see you want to see the entire Lost Woods in one shot well once again thanks to jasper's help we can make that a reality and so with that said here is a Zuma of what the Lost Woods would look like if all the paths are shown at once [Music] so I don't know if you guys are gonna find this interesting but I thought this is probably one of my favorite things about this episode in the chamber of sages I was exploring around and I started to notice that when you look very closely you can see structures underneath the water currents but as you might be able to notice by this footage it's very difficult to notice that and so once again I enlisted the help of Jasper who through his program allowed me to remove the textures of the water flow and now without anything covering it up you can see the design patterns of all these stone structures that all the characters rest upon circling back however I noticed something that the remake took away from the original game now one of the best things that was shown off in the original ocarina of time episode was that if you remove the texture that is supposed to cover sheiks face you can see that she kept everything from a chin mouth and nose that was generally hidden from the player however for some reason in the 3ds version the face mask is all part of the model and so by taking the camera inside the face mask here you're not gonna find a face which I found a little bit disappointing in fact that's not the last thing that they did to remove things that the player was never meant to see another great little tidbit was that in the original ocarina of time you could find guru toes inside of the iron knuckles although the helmets are never supposed to come off except for nabooru there was fully modelled faces underneath the helmets in the 3ds game however there are no heads underneath but you can still find jewelry and skin tones that are clearly guru toes so if you ask me I personally don't believe it was taken away for lore reasons I would just have to guess that the developers were left with the choice of re texturing these heads and personally just saw no reason to do it this whole section is going to be dedicated to bosses and mini-bosses and the first one I want to talk about is phantom Ganon before you triggered the cutscene with phantom Ganon you'd be able to find his model hidden underneath the stage this is something that game developers do so that they can immediately call upon the actors for whatever scene they want to use them for without having to do any sort of loading and a lot of people on Twitter asked me how does it work exactly when it goes through the paintings well it's pretty fascinating the paintings themselves obviously have no 3d depth the developers had to do here was wish the geometry of phantom Ganon so that you can't catch any 3d depth of him by looking at the scene from various angles and then rather than move the character model through the geometry of the painting the developers had to slowly pan the character model upwards to give the illusion as if he is running off into the distance and when the real phantom Ganon comes out of the paintings the size and shape of phantom Ganon then restores itself and for the fire temple boss there's a lot going on here first of all before you engage with him you'll see that all of his geometry is also squished up but in a kind of different way because the upper portion and the tail end remain in their original shape whereas most of the body is all bundled up and you can see that it creates a really strange effect during the boss fight however you know that the character goes into the ground and when that happens you can see that the boss coils up like a snake in every instance in which it pops out of the ground for you to attack it the body is completely straightened out underneath the ground revealing to the player just how massive its length really is also bonus thing that's not really a boundary break subject but if you were to slow down and zoom in on the footage of shadow link and take a very close look at his shield we could see that shadow links Triforce pieces are separated from one another in fact the entire texture of the Hylian Shield is slightly different from that of Lynx because I got a lot of requests for it here's what the well boss looks like from underneath the ground when it starts to spring up which as you can see it's not that exciting but I want to make sure all the bases were covered here and one last example of boss touring is twin rova just before that fight although it looks like there's only one stored underneath these sisters are in the exact same pose and since the models are nearly identical it only gives off the illusion of one it's whole bunch of loose ends that didn't really fall into a category but I thought they're really interesting and so I'm just gonna kind of flash through these shoutouts to the most annoying bird in the entire series every time you suffer through a lengthy explanation cape hora flies off in a certain direction and it's discovered that Cape hora goes through a long flight path before ever reaching a point in which he disappears in this one example he almost reaches long-long ranch before disappearing many of the shop keeps just like in the original game don't have legs which is interesting because you could have poured it over the models from Majora's Mask which at that point did have fully modelled legs for all these NPCs but I guess they didn't want to go for the extra effort it wouldn't even make sense because the game does a really good job of making sure you don't get to see behind the desks anyway though well in Kakariko village has two different stones blocking the entrance the one when you're a child has a giant fully modeled Boulder whereas the one when you're an adult is just a texture that goes over the doorframe here's an example of some enemies that spring from out of the ground and have unique animations that can't be seen by the player like for example the one that you just saw here as well as the Deku merchants who seem that crisscross their limbs once they're fully underneath the ground it's kind of difficult to see the grave keepers image is plastered on two different things inside of a shack one is on the poster on the wall which is a little bit easier to see but nearly impossible to see is the book that's on the desk here also has the same image the logo for the game is 3d now I know it's not really exciting the game is supposed to be 3d and uses 3d depth however the back side of this logo is fully modelled which of course is something that the player can't see when darunia goes off camera during his first appearance in the fire temple the truth is he never opens that bosky door instead the character model just slides right through the geometry and continues onward into the void the way that the twisted hallway works in the forest temple is a little more interesting than you'd think the illusion is pulled off by twisting the entire room as link walks down the hallway this is evidenced by the fact that the door that link is supposed to get through remain stationary in place and it's not until link gets to the end of the hallway that the entire room starts to line up to where the door is the shark in Lake Hialeah is still not a fully modeled shark but to some people surprise who didn't see the original episode the shark is not a 2d texture it is a 3d model just not modeled on all sides in the spirit temple there's an obstacle in which the environment shifts left and right and you're expected to climb up it well if you were to pan the camera all the way back you can see that the textures extend far outside of the room itself leaving behind this honestly kind of funny image in Lord jabu jabu's belly there's lots of rooms here that are always square but inside of those squares houses a sack of pulsating meet with the pulsating meat being the part that you're supposed to see and of course this was something that was not possible in the original episode but thanks to the fact that ocarina of time 3d does not do massive amounts of culling I can finally present you a zoom out of the haunted wasteland and here is a gorgeous zoom out of the entirety of Hyrule Field anyways well I got you here maybe I can ask you a small favor if you have the time or if you're in the mood to watch more content like this for whatever reason YouTube has stopped serving up my videos to people after the new episodes come out so I'm gonna have a link to the playlist at the end of this video as well as in the video description down below if you click on that and you pick one more game to watch I think it'll help me out immensely if not I totally understand thank you so much for watching and if you want to do a little bit of boundary breaking on your own there is a website now that doesn't involve having to manipulate the game software in any way so I don't feel entirely bad about mentioning this to my audience there is a site called no clip dot website developed by Jasper himself feel free to check it out it's incredibly awesome and feel free to share any screenshots with me on Twitter I'd love that and once again thank you to Chani and Kimberly for doing the animated intro make sure to check out their channel in the video description down below they have a lot of great animations already made anyways guys take care [Music]
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Channel: Shesez
Views: 1,348,179
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Length: 18min 11sec (1091 seconds)
Published: Wed Mar 27 2019
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