10 Mistakes The Developers Accidentally Left In Your Favourite Video Games

7. The Amazing Un-Animated Watson - Sherlock Holmes: Nemesis

Ever had that thing in a game where you turn towards like a waterfall or a flame effect and just happen to see it kicking into life, as though it was 'catching up' to your line of sight?

It might be one of those "once you've seen it, you can't unsee" things, but to save on processing power, tons of older games would only render items, characters etc. that were right ahead of the player - that way they could boost the visual fidelity of the visible experience overall. It's how the original Crash Bandicoot trilogy looked so consistently brilliant, and remains a technique used by various developers to save rendering entire worlds when all that's needed is what's right ahead.

Case in point, Sherlock Holmes: Nemesis. Now, technically this is all intentional and not a mistake, but developers Frogwares actually didn't put any walking animations in the game for Watson. Instead, they elected to have him 'teleport' to give the illusion of always being right by your side.

Brilliantly, the devs would revisit this fan-highlighted phenomenon in their promotional materials for 2014's Sherlock Holmes: Crimes and Punishments. Check it out below - this is how you have a laugh about a mistake and keep pushing forward with a smile:

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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.