It's the immediacy, the violence.
It's the quickest way to a plot twist.
What are we talking about?
The Rock's muscle.
We are talking about explosions.
[NOISE] They are freaking everywhere in video games and if you saw the new Jeff Cob three trailer you'd be forgiven for thinking that the main character wasn't Rico.
But some huge fireball creature that destroys island nation's construction sites like nobodies business Explosions are so prevalent in video games.
So will [UNKNOWN] even stand a chance of being memorable?
Well, let's hope it has some that are just as sweet as the ones on our list of the best explosions in video games.
So what is the criteria?
Check it out.
An in-game explosion is just a collection of sound design Software engineering, physics are in the best.
Take away one of those things and everything falls apart.
So here's a list of games we think excels at bringing all those things together to make big explosions.
We're talking game-play ones, real-time, not costing ones.
One's that are not simply seen and heard, but felt, leaving the player ready for more.
Number five, Half-Life 2.>>
For a game over ten years old the quick and dense sound design and the mess of props and dudes flying around is so good it's timeless.
No game has nailed the feeling of lots of energy being released rapidly The way Half-Life two had.
They aren't over the top like in a Just Cause way but sometimes it isn't the size that counts.
It's the distance you get off a combine rag doll.
Package for you.
Number four, Crysis.
Crysis one explosions are still really top notch.
There's these bright champaign colored murder balls that shower the environment with sparks.
[NOISE] The way the foliage and buildings react to their fury makes them feel so believable.
It's like watching real video footage of something blowing up.
Not all of them in that game are great though.
Like the [UNKNOWN]
I don't know, it's not that good
Just Cause 2.
Just Cause 2's explosive effects lay on the dark smoke nice and thick.
Add in some chunky sound effects and these bad buys are a treat for your senses.
But the real reason this game made the cut
Because of a sweet mod that had a little kick, to the triggered explosives.
Number two, red faction guerrilla.
[NOISE] Red Faction: Guerilla is a game about destroying stuff, so the explosions just tear apart buildings with a fidelity you just don't get to see that often.
Yet for this reason, the Geo-Mod engine is just so fun to set bombs off in.
It's kind of like a science project.
Number one, Grand Theft Auto Five.
They are so unique and expressive and they cause the best chain reaction.
Alright, hold up here, I'm going to interrupt for a second.
Now when we play these back, in the editor in slo mo, they loose their believability.
We can start to see through the individual elements that are playing back, designed to fool us into thinking we were seeing something more than just jpegs being triggered on the screen.
It's that delicate balance that I was talking about before.
The take away is there's still tons of room for improvement.
Killing Floor 2's artists animated their weapons at over 200 frames per second.
for greater fidelity and smoothness when the game kicks in to slow move dead time.
I can imagine a world where this process starts trickling down to things such as explosion effects.
A whole new world will start to come alive in these super high fidelity, high frame rate, slo-mo explosions in a whole new way.
SO then it is, do we forget something, leave anything off that you guys think Particularly awesome, let us know.
We'll see you next time.
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