Gaming Videos
Friday, 19 February 2016
NEW DAREDEVIL Trailer in FALLOUT 4 - Season 2
This video is the New Season 2 Daredevil trailer 2, Part 2, remade in the Fallout 4 video game. Starring Jon Bernthal as Punisher.
The new villain in this Part 2 of the Netflix series is Marvel’s Punisher, played by Jon Bernthal. Marvel’s Punisher and the other Marvel’s Daredevil characters such as Matt Murdoch and the (almost real) Jon Bernthal have been made for this Part 2 video in the Fallout 4 character creation tool.
See the video here:
https://youtu.be/nHrK3KlpItw
Donate to support my videos on Patreon:
https://goo.gl/i9rnlV
Twitter:
https://twitter.com/upisnotjump
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@UpIsNotJump
The New Netflix Season 2 Daredevil trailer 2 was great for being remade in the Fallout 4 video game, this is because you can remake characters such as Marvel’s Punisher (Jon Bernthal) and Marvel’s Matt Murdoch.
Jon Bernthal as well as Marvel’s Punisher is also known as Shane from the AMC Walking Dead Series, I have used the character creation tool in the past to make videos of celebrities from the Walking Dead series.
I have also made other New Trailers in video games as well as the Netflix Season 2 Daredevil trailer 2 Part 2 in the Fallout 4 video game. These include the new Jason Bourne 5 trailer, House of Cards Season 5 trailer and the Suicide Squad Trailer.
As I said the New Season 2 Daredevil trailer 2 Part 2 was great for being remade in the Fallout 4 video game because you can make the Punisher (Jon Bernthal), these other trailers were perfect for the Fallout 4 video game too.
Friday, 12 February 2016
House of Cards Season 4 Trailer in Fallout 4 – Alternate Movie Trailers
Watch my House of Cards Season 4 movie trailer in Fallout 4 for free on YouTube. All of Netflix 13 Episodes are covered in this free movie trailer which is remade in the video game Fallout 4.
This is an alternate trailers series where I remake movie Trailers and Celebrities in the Fallout 4 video game (Like House of Cards). I then use these celebrities to make free alternate movie trailers. In this video I have made an alternate movie trailer of the official full House of Cards Season 4 trailer.
The New series of House of Cards will star Kevin Spacey as Frank Underwood and there will be 13 full episodes. These YouTube episodes can continue to be free thanks to my Subscribers and my Patreon site:
https://goo.gl/i9rnlV
See the video here:
https://youtu.be/68V37ErO0Iw
Twitter:
https://twitter.com/upisnotjump
Instagram:
@UpIsNotJump
Fallout 4 is part of the Fallout video game series by Bethesda. I made this House of Cards Season 4 Movie Trailer free episode in the Fallout 4 video game because you can edit the characters to make famous movie celebrities like Kevin Spacey. These Fallout 4 House of Cards season 4 episodes will always be free.
This free House of Cards season 4 Movie trailer episode in Fallout 4 looks even better than other game trailers like Grand Theft Auto, this is because in Fallout 4 the celebrities can resemble how they look in their movies.
Wednesday, 10 February 2016
Fallout 4 ROCKET JUMP Mod - YouTube
This video is about the Fallout 4 Rocket Jump Mod video on YouTube. This video is not a How To on how to get the Rocket Jump Mod. To get the rocket Jump mod in Fallout 4 you will have to wait for EZPlays who is working on the official mod.
Fallout 4 has loads of Mods but not the Rocket Jump Mod yet. Once the Rocket Jump mod is available in Fallout 4 you will be able to find it, and find out How To get the Rocket Jump mod, on Nexus Mods:
http://www.nexusmods.com/fallout4/
See the video here:
https://youtu.be/68V37ErO0Iw
Donate to support my videos on Patreon:
https://www.patreon.com/user?u=278484...
Twitter:
https://twitter.com/upisnotjump
Instagram:
@UpIsNotJump
This Fallout 4 video is Rocket Jump Mod video on Youtube is a little bit like a YouTube Music video.
Bethesda made Fallout 4 without giving rocket weapons a thrust effect. In this video I imitate the effect using the Experimental MIRV, Missile Launcher and Fat Man. You can use the Rocket Jump mod to gain height and attack enemies from above, in this video I show you how to use the rocket Jump mod in Fallout 4 if you want to do that in the future.
The Rocket Jump mod in Fallout 4 has been requested by numerous people so is currently in development. The Fallout 4 Rocket Jump Mod has also been mentioned on Kotaku several times so is gaining more popularity.
Once the Rocket Jump mod is available in Fallout 4 you will be able to find it on Nexus Mods.
I use the Rocket Jump to kill Super mutants and an army of Aliens too, it will be a very useful Mod.
Tuesday, 9 February 2016
Jason Bourne 5 Trailer Recreated in Fallout 4 Video Game
This video is the Jason Bourne 5 First Look Trailer recreated in the Video Game Fallout 4.
The new trailer for the Jason Bourne movie from the Bourne Identity series was released during the SuperBowl. I decided to remake the First Look trailer in the Video Game Fallout 4.
Donate to support my videos on Patreon:
https://www.patreon.com/user?u=2784847&ty=h&u=2784847
Twitter:
https://twitter.com/upisnotjump
Instagram:
@UpIsNotJump
See the video here:
https://www.youtube.com/watch?v=3lTr-M0nMGA&feature=youtu.be
As well as the new Jason Bourne 5 First Look Trailer I made another movie trailer in Fallout 4 for Suicide Squad, you can see that here:
https://www.youtube.com/watch?v=Twc9zO4HmzI
The Trailer for the new Jason Bourne Film has been anticipated for a while and since it is finally here I did a remake in the video game Fallout 4 because action films are simpler to recreate in the Fallout 4 engine.
I use the Fallout 4 character creation tool to make the characters. I made Jason Bourne (Matt Damon) and Tommy Lee Jones. This is what makes Fallout 4 such a great tool for making movie trailers such as the Jason Bourne new trailer because you can remake the characters and also build the sets using the settlement building tool.
The plot of the new Jason Bourne Movie is not explored in the Jason Bourne Trailer as it is mostly a First Look at the film to get fans excited. There are many new characters also revealed such as Tommy Lee Jones.
Matt Damon returns as Jason Bourne form the Borne Identity series. Paul Greengrass, the director of The Bourne Supremacy and The Bourne Ultimatum is back with Matt Damon for the next chapter of Universal Pictures’ Bourne franchise. For Jason Bourne, Damon is joined by Tommy Lee Jones.
Thursday, 4 February 2016
Suicide Squad Trailer Remade in Fallout 4
Suicide Squad Trailer remade in Fallout 4 video.
This video is a recreation of the new movie trailer for Suicide
Squad in the video game Fallout 4 by Bethesda.
Squad in the video game Fallout 4 by Bethesda.
Suicide Squad is coming out on August 05 2016 and to promote
it further I have remade the entire of trailer 2 in the Fallout 4 engine. I
have used the Fallout 4 character creation tool to recreate all of the
characters from the film including:
it further I have remade the entire of trailer 2 in the Fallout 4 engine. I
have used the Fallout 4 character creation tool to recreate all of the
characters from the film including:
Jared Leto and the Joker
Will Smith as Deadshot
Margot Robbie as Harley Quinn
Cara Delevingne as Enchantress
Jai Courtney as Captain Boomerang
(I made killer croc using a Super Mutant.)
Fallout 4 is a great tool for making movie trailers, especially
suicide squad as there are so many different characters.
suicide squad as there are so many different characters.
This is part one of a series where I will be recreating
movie trailers in Fallout 4, along with my tips and tricks videos and mods
videos.
movie trailers in Fallout 4, along with my tips and tricks videos and mods
videos.
To make this Suicide Squad Trailer, remade in Fallout 4, I
had to use numerous mods, at least 20, all of which I got from Nexus Mods, so
please ask if you want to know the mod please ask or check Nexus Mods.
had to use numerous mods, at least 20, all of which I got from Nexus Mods, so
please ask if you want to know the mod please ask or check Nexus Mods.
To make the shots I used console commands in Fallout 4. Jared
Leto was a controvetial choice as the Joker, especially given all his tattoos. Margot
Robbie as Harley Quinn has also raised a lot of interest as she is very
unconventional compared to other Harleys. Making these Suicide Squad characters
from this trailer in Fallout 4 is difficult because the character creation tool
does not have pale, clown like skin or Tattoos. These have to be modded in. The
video ends with a vault tec security and death claw fight, because, why not?
Leto was a controvetial choice as the Joker, especially given all his tattoos. Margot
Robbie as Harley Quinn has also raised a lot of interest as she is very
unconventional compared to other Harleys. Making these Suicide Squad characters
from this trailer in Fallout 4 is difficult because the character creation tool
does not have pale, clown like skin or Tattoos. These have to be modded in. The
video ends with a vault tec security and death claw fight, because, why not?
Wednesday, 27 January 2016
Why is The Witness so Critically Acclaimed? Game Review
Here I answer why The Witness is so Critically Acclaimed? Game Review
On the surface The Witness is made up of several sets of
increasingly complex maze like puzzles completed using the mouse cursor. Each
set is usually joined up by circuits, and each completed puzzle completes more
of the circuit. Once the circuit is complete it usually opens a door to more
puzzles or sets off a laser beam marking that area as complete.
increasingly complex maze like puzzles completed using the mouse cursor. Each
set is usually joined up by circuits, and each completed puzzle completes more
of the circuit. Once the circuit is complete it usually opens a door to more
puzzles or sets off a laser beam marking that area as complete.
So we have maze puzzles and circuits that join the mazes.
They work like this. Gameplay wise these are the only mechanics in the game,
yet the Witness takes these two simple aspects and explores them as far as they
can possibly go, and within a few minutes they get so difficult you’ll be
wondering if the puzzle is actually possible without a special item or
something.
They work like this. Gameplay wise these are the only mechanics in the game,
yet the Witness takes these two simple aspects and explores them as far as they
can possibly go, and within a few minutes they get so difficult you’ll be
wondering if the puzzle is actually possible without a special item or
something.
Almost every puzzle in the game is a lesson on how to
complete a different more complex puzzle.
complete a different more complex puzzle.
You see there are two ways to teach a player how to play a
game, one is to tell them what to do in each possible scenario using text boxes
or tutorials, the other is to present them with problems that they solve on
their own, starting with the most simple as possible which then gets more
complex, so they learn as they play. The second is better because the lessons
can be built into the game world itself and doesn’t break up the flow of the
game. All achievements are entirely down to the player’s own decisions, resulting
in a much more satisfying and enjoyable experience.
game, one is to tell them what to do in each possible scenario using text boxes
or tutorials, the other is to present them with problems that they solve on
their own, starting with the most simple as possible which then gets more
complex, so they learn as they play. The second is better because the lessons
can be built into the game world itself and doesn’t break up the flow of the
game. All achievements are entirely down to the player’s own decisions, resulting
in a much more satisfying and enjoyable experience.
Game designers usually put written tutorials in games
because they have less faith in their players working things out for
themselves, or because they lack the skill to implement level design that is
both a lesson and gameplay. I assure you
that The Witness has faith in us, and plenty of skill.
because they have less faith in their players working things out for
themselves, or because they lack the skill to implement level design that is
both a lesson and gameplay. I assure you
that The Witness has faith in us, and plenty of skill.
The Witness uses this mechanic so effectively and so often the player never needs to be told
anything outright, so can solve extremely difficult puzzles without any
specific tutorial whatsoever. In this game knowledge is like a power-up that
lets you see new content and areas.
anything outright, so can solve extremely difficult puzzles without any
specific tutorial whatsoever. In this game knowledge is like a power-up that
lets you see new content and areas.
You can compare this game design to the Newer Castlevania or
the Metroid games, where certain areas are blocked off and you need to level up
or find a specific item to continue. In The Witness game you need to explore
the games open world to find new lessons to help you surpass the harder
puzzles, it is a fresh take on level design that is being lost to RPGs where
experience is not what you know as a player but instead how strong your
character is.
the Metroid games, where certain areas are blocked off and you need to level up
or find a specific item to continue. In The Witness game you need to explore
the games open world to find new lessons to help you surpass the harder
puzzles, it is a fresh take on level design that is being lost to RPGs where
experience is not what you know as a player but instead how strong your
character is.
It goes to show that you don’t need to invent particularly complex
gameplay mechanics to create a unique and engaging experience, here The Witness
just trusts us.
gameplay mechanics to create a unique and engaging experience, here The Witness
just trusts us.
The Witness steadily combines a number of simple principles throughout the game to make puzzles
increasingly complex, it is never about just getting from the start of the maze
to the end. In the first hour the game seamlessly introduces parameters like
covering diamonds on your route, using different colours of lines, using two
lines at once, disappearing lines, using mirrors and countless other mechanics
which appear relentlessly one after another the sheer level of imagination and
ingenuity on play is ceaseless.
increasingly complex, it is never about just getting from the start of the maze
to the end. In the first hour the game seamlessly introduces parameters like
covering diamonds on your route, using different colours of lines, using two
lines at once, disappearing lines, using mirrors and countless other mechanics
which appear relentlessly one after another the sheer level of imagination and
ingenuity on play is ceaseless.
The most impressive are the puzzles that use the environment
around you. For example an early Puzzle sees a series of branches that can be
solved using the adjacent trees which have the same design as the maze. Here
you take the route in the maze that would theoretically lead to the apple on
the tree.
around you. For example an early Puzzle sees a series of branches that can be
solved using the adjacent trees which have the same design as the maze. Here
you take the route in the maze that would theoretically lead to the apple on
the tree.
This teaches you that puzzles with no obvious solution in
the maze itself can be solved using the environment. Later on you find a
similar puzzle with no obvious solution, you now from before to look around for
the answer to this kind of puzzle, however after looking around there is
nothing around here that is the same shape or size as the maze. This maze does however
have light shining on it, which stands out as it is the only puzzle to do that.
You then have to use this and the fact that the answer is most likely in the
environment to work out that the route can be seen when you are positioned so
that the sun is fully reflecting off the panel.
the maze itself can be solved using the environment. Later on you find a
similar puzzle with no obvious solution, you now from before to look around for
the answer to this kind of puzzle, however after looking around there is
nothing around here that is the same shape or size as the maze. This maze does however
have light shining on it, which stands out as it is the only puzzle to do that.
You then have to use this and the fact that the answer is most likely in the
environment to work out that the route can be seen when you are positioned so
that the sun is fully reflecting off the panel.
This kind of organic problem solving is all possible because
of the way the game structures its lessons, as well as the open ended nature of
the world.
of the way the game structures its lessons, as well as the open ended nature of
the world.
After solving the first puzzle there are numerous paths the
player can go down, this works in spades for the puzzle solving nature of the
game. It is entirely possible to find puzzles that are too difficult until you
learn some lessons elsewhere, you can then explore to find the lesson you need.
If the game had been linear this would have taken a lot of the fun out of the
solving puzzles, you would have always already seen the lesson you needed for
any puzzle. The open ended nature puts doubt in the players mind as to whether
they actually have enough information to solve the puzzle, making them really
think back to everything they’ve done so far, but also driving them to explore
more.
player can go down, this works in spades for the puzzle solving nature of the
game. It is entirely possible to find puzzles that are too difficult until you
learn some lessons elsewhere, you can then explore to find the lesson you need.
If the game had been linear this would have taken a lot of the fun out of the
solving puzzles, you would have always already seen the lesson you needed for
any puzzle. The open ended nature puts doubt in the players mind as to whether
they actually have enough information to solve the puzzle, making them really
think back to everything they’ve done so far, but also driving them to explore
more.
Much of the games charm comes from the world around you
which is nothing short of stunning, almost everything uses soft light and
colours that make the world all the more appealing. More impressive is the
conjoined nature of the world, that is to say everything you can see, you can
also explore. If you see a castle or area that is particularly interesting and
you want to go there you can, but you usually have to solve puzzles to open up
that area. So other than the fun of actually solving the puzzles, you get the
extra incentive of being able to see additional stunning landscapes.
which is nothing short of stunning, almost everything uses soft light and
colours that make the world all the more appealing. More impressive is the
conjoined nature of the world, that is to say everything you can see, you can
also explore. If you see a castle or area that is particularly interesting and
you want to go there you can, but you usually have to solve puzzles to open up
that area. So other than the fun of actually solving the puzzles, you get the
extra incentive of being able to see additional stunning landscapes.
The puzzle screens themselves are the only technology you
really see on the island, the rest of the visuals are all natural geography
with plants and trees. As a result it comes across like the island is a puzzle
itself trying to hide something, and the key to island is these computer
screens. This makes the exploration into the islands depths all the more
interesting to the player.
really see on the island, the rest of the visuals are all natural geography
with plants and trees. As a result it comes across like the island is a puzzle
itself trying to hide something, and the key to island is these computer
screens. This makes the exploration into the islands depths all the more
interesting to the player.
The sound design is implemented purely to immerse the player
on the island with no music, with little music it plays, there is no sound of
wildlife anywhere in this lush wilderness painting a very uncanny feeling, adding
to the theory that the island is hiding something. The game is eerily quiet
with the only sound being the humming of the machines around you. It feels
similar to the testing facility like portal. It all adds up to make the player
feel very confused about the location they are in.
on the island with no music, with little music it plays, there is no sound of
wildlife anywhere in this lush wilderness painting a very uncanny feeling, adding
to the theory that the island is hiding something. The game is eerily quiet
with the only sound being the humming of the machines around you. It feels
similar to the testing facility like portal. It all adds up to make the player
feel very confused about the location they are in.
The sound design also adds tension when completing puzzles,
as any mistakes the player makes results in a bassy, piercing sound which is
unlike any other sound in the game. This memorable sound gets planted in your
mind and you anticipate it each time you are about to complete a puzzle, acting
as an incentive in itself to avoid making a mistake.
as any mistakes the player makes results in a bassy, piercing sound which is
unlike any other sound in the game. This memorable sound gets planted in your
mind and you anticipate it each time you are about to complete a puzzle, acting
as an incentive in itself to avoid making a mistake.
The Witness is an exercise in doing a few things very well,
the simple mechanics the game has allows the developer to focus on implementing
as many new puzzle solving scenarios as possible to keep the game fresh. I like
this style of game design and I believe it will continue to be more prominent
as smaller developers start to focus on simple but more polished experiences.
the simple mechanics the game has allows the developer to focus on implementing
as many new puzzle solving scenarios as possible to keep the game fresh. I like
this style of game design and I believe it will continue to be more prominent
as smaller developers start to focus on simple but more polished experiences.
Thursday, 21 January 2016
Crashlands Tips, Tricks and Crafting Guide
This is a Tips and Tricks video for the video game Crashlands. It also acts as a guide on how to play Crashlands covering the top 10 tips for the game as well as a general crafting guide.
The Game Developers Butterscotch Shenanigans story can be found here:
http://toucharcade.com/2015/03/27/cra...
The games manual can be found here:
http://www.butterscotch-shenanigans.c...
In this video I am going to go over some Crashlands tips and tricks and some ideas on How To play the video game Crashlands. This video answers common questions like how to craft, and where to find crafting recipes. There are enough tips here to act like a top 10 facts on how to play Crashlands.
I go over techniques, tips and tricks in Crashlands to guide you on how to fight and win hard battles as well as beating bosses, how to use pets and the best pets to use, the best armour and weapons to use and how to get them, how to craft and find healing items like bacon weed and Potten Sunshrooms, tips on doing the quest missions early on (for rewards like the pickaxe), the best ways to explore and collect all the items in Crashlands, the best times to find and use teleporters, how to build bridges, working out enemy weakness using weapon and armour stats (very useful for bosses), the different menus you can use, like the crafting menu and inventory menu, how to equip items in Crashlands and the importance of crafting new items like signs when exploring.
How to do most things early on is described in this Crashlands Tips and Tricks video. I would say you can use it as a guide on how to play Crashlands and it covers the top 10 tips for the game. Crashlands is a Butterscotch Shenanigans video game available on Android and steam (Tablet and Phones and PC).
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