I think while the vibe is very different, this lighting still works for the Horror aspect of the game. Looks almost like Silent Hill 2, or maybe Resident Evil 4. I don't think it's the right vibe for the level Ravenholm in the game Half Life 2, but it definitely works in a horror setting. Would be interesting to see this tech applied to Silent Hill 2, actually. Maintaining the fog, of course. I think the ability to see ghostly outlines of stuff in the fog could be just terrifying lol
The bounce lighting from the rays into the dark lambda cash were truly incredible. My only gripe is that all the artificial lights appear waaaay too bright, in a day time setting they should be barely visible and kinda break the immersion for me personally. But when you take into account that this is all just ray tracing doing its thing its nothing short of jaw dropping.
Its why 10th gen games are going to be so exciting from a visual standpoint. The limitations of baked lighting will be gone, no more heavy reliance on screen space effects that pop in and out of existance.
Can the maps be edited or is it just too much of its own thing? Or at least, maybe someone could share a save where they've spawned in some props to block the lights.
I heavily disagree tbh. If you open a windows on a sunny day your whole house lights up, even the hallways without windows, given that there is a way for the light to get there
I'm so excited for five or ten years down the line when this is normal for games. It looks incredible. It's rare to be excited for the future of gaming like this.
Being this excited about graphics/gaming tech used to be the norm. I still remember when Doom 3 demo showed off their stencil shadows and everyone losing their minds over how realistic the dynamic shadows looked or that HL2 demo where they first showed off the physics/destruction in the room with the barrels and water.
I feel this is the kind of glow up older games need. A menu you can invoke and influence all the lighting and rendering settings without the game environment even knowing its being done. Its a flawless upgrade. 0:12 NOOOOOO 😭
@@Vinicantstopcrying No you cannot, not in this level of accuracy, not in realtime either. What Phillip did in this video is quite literally not doable to this quality without RTX.
@@cygnusghedepereu6885 Yea against half ass RT implementations. You need to lay off the crack if you think Baked in lightning would compete against good RTX implementation.
@@Jerry-jo6dn RDR2 says hi. Everything RTX can do. Can be done in Pre baked lighting with global Illumination with double the performance boost RTX just do it automatically using your GPU cause devs are now too lazy to do it manually in game
this lighting is like when you were a kid playing in the forest and it just started to get dark enough that its a little hard to see and everything suddenly gets really creepy and you hurry back home to avoid being in the dark any longer
I love the lighting effect this has, it is genuine macabre creepiness. There is something about the daylighting and colours in this that just reminds me of the 2000's strongly
Man if I had money for a better PC I would be spending hours with the HUD off and look around in the game this is so good. Makes me wish you took your time when walking around in certain parts of the map
imagine how the Streetwar sections ( Anticitizen One, Follow Freeman, Episode 1) would look like if set at night, or in a very foggy and dust-covered environment
@@MillsTC It would be interesting if people could create pre-sets for the whole game, like reversing the daytime/nighttime and such, so you wouldn't have to fiddle with the settings while playing, for more immersion.
There's a mod that changes the time of day to night for much of the game (last I saw it ends after Nova Prospekt, tho that might've changed). It also deletes all life from the game tho, so I'm not sure if you can play through the game normally using it. The name escapes me, but it shouldn't be too hard to find
The immediate uncanny valley reaction for me comes from sections like 1:21 where the floodlight is visible, far away from the source. Even extremely bright flashlight beams are barely visible in direct sunlight. But that's just an artifact.
I have a weak spot for games with nice overcast day graphics, and to see this applied to Ravenholm of all places is really something else. I sadly don't have an RTX card (still stuck on a GTX 1080) but this is reason enough for me to invest in one soon, this is way too cool :D
I feel like they should work on smoke, especially when items/enemies are set on fire. A big black cloud (if even temporary) would greatly amplify the disturbing ambience of Ravenholm.
those weaksauce particles can really drag down the atmosphere. they genuinely look like an afterthought in some places due to rtx cranking up their presence to almost cartoonish levels, it's a shame because theyd look really good without having such overblown light emissions...
its incredible how much this lighting showcases the materials and makes it look real. when you went up the first ladder i was shocked how good it looked. its like those cyberpunk 2077 ultra realism videos where they have an overcast sky and it really sells the realism with all the natural light from the skybox. i think thats because we are used to seeing high contrast scenes in video games so we know how its supposed to look. shadows and bright light sources, bright sunlight. but rarely does a game have an overcast sky without direct sunlight. so ultimately while it doesnt look as flashy, i think it does a great job at showing how realistic ray tracing makes games look.
10:06 An angle of 0.54 degrees feels realistic because it is! In real life, the Sun has an angular size of roughly 32 arc-minutes, which translates to 0.53333... degrees!
Philip....you know this also means you now need to try turning daytime areas into night too. Daytime Nova Prospekt...nighttime arrival in City 17...nighttime battle with Striders...I hope they also remix the episodes too
Dont mind people saying torch instead of flashlight. I like your lingo. I personally love the way you say things and the way you make videos is great. and as you have showed us, the world could do with a bit of a different view etherway. Sending you rtx sunshine and goofy comments. ❤ much love to you and that orange monkey cat of yours❤
It does feel creepier. The fire makes the scene feel a lot more lively during the night plus I think we don't expect people walking around at night but here it definitely conveys the feeling of a ghost town
Up until now, I didn’t really care for HL2 RTX. But, man. Seeing 8:18’s indirect light bounce across the walls from the warm sun outside… it’s just beautiful.
When I played HL2 with my family's old laptop, the Intel HD craphics couldn't render it right and the whole game was full bright without any shadows, so this was pretty close to my experience.
i really wish they would add a stringy blood effect between the bisected zombies when they get cut. or at the very least go back and get redo that clean looking cut on both sections. 2:09 also my gamefilter was limited to rtx dynamic vibrance for some reason last time i playd.
I love how everything is so bright, but it still looks super cold and bleak, like an overcast winter morning without snow. Seeing Ravenholm like this is interesting, but this lighting would probably look much better at other parts of the game like the coast levels. Also, imagine Dark Souls: Remastered with this type of lighting and ray-tracing. Would look amazing.
I'm getting the impression that "natural" environment light coming from the sun/sky needed to be like 5 to 10 times stronger - it doesn't really make sense that, at example, 3:00, the blue light from that floodlight, or the light from the fires, are so much stronger than the sky
I think those lights by themself are too strong, the ambient lighting here looks about right considering the overcast sky. HL2 RTX has a real issue where manually placed point and spotlights are just set waayyyyy too intense and completely overblow the scenes lighting.
Honestly the extreme contrast with the light and the dark is a lot scarier. Only hearing but not seeing the zombies screaming in the dark and needing to step into the dark to face them is really good.
I'm actually here for how these rendering-based remakes are opening up discussions of how people can change stylistic lighting settings in games, without the use of mods as such. I think the biggest recent step is the level of configurability HDR settings introduce. It may well be a direction games continue to take in the future.
I'd like to see how this tech looks on HL2's leaked maps from around 2002-2003! Ravenholm/Quarrytown still took place around daytime and sunset, so it would probably look even prettier with all those excessive volumetrics and eye-toasting shaders!
They could have the sun progressively come up near the end of Ravenholm so it doesn't look so jarring when you end the Mines section and finally come outside to morning time / day time, fixing the issue of the Mines cut level for HL2.
This looked off when doing It on the source version, changing the day/night time Ingame (not in hammer) because of the baked In lighting n stuff, But RTX Remix actually looks kinda good when It comes In terms with changing the Day/Nigh Cycles
Kinda the big benefit of dynamic lighting is that its... dynamic. One of the big reasons stuff in games got so static with props and things not moving was due to the reliance on baked lighting, it simply looked better than if things were moving and had to rely on light probes. I really wanna see devs go nuts with ray traced lighting and give some really crazy dynamic stuff, but so far very few games have done that.
im not sure if you know this or not, but the entire ravenholm section was actually created for gameplay in daytime.. the reason why they changed it to dark was becasue the maps were pretty much unchanged from the first beta build of half life 2 and therefor much lower quality than the rest of half life 2. Valve's solution to that problem was to hide it all with darkness. The maps with daytime are called "Quarry" and "QuarryTown". There is also "Traptown" which starts you on the dock outside of ravenholm at dusk which serves as a transition point towards the nighttime retail maps.
Is there any chance you could post some sort of remade config files to download? Just for the guys who don't know how to fiddle around the remix menu? Thanks
Call me a fanboy, or biased, if you want... but IMO, the fact a lighting mode and a rework of textures can make HL2 SO DAMN IMPRESSIVE and better than many, if not most, current games, is a testament of the great job Valve did. Both the source engine, and the art direction of the game. In fact i think even the original still holds up today visualy.
I've been watching you for quite some time. Since the Dirt Rally videos (my all-time youtube fav videos btw). But just now I realized why I like your videos... Your tone.. It makes everything sound so deep. Maybe it's the words you pick to describe something, even if it's a funny way. Do you do this on purpose? How do you do it?
There should be a way to make fire 50% less bright and to make other light sources around 33% less bright. Shadows should not be 100% dark - we are not in space! xD Technically - we are! But we are also on a surface of a planet with an atmosphere!
This gives me an idea. What if someone took this idea and reversed the start time in HL2 from start to finish? You start the game at night, get to Ravenholm by daytime, get back from Nova Prospekt at night, and defeat Breen as the sun is rising. It’s not a huge change, but I think it would be enough to make something really interesting, especially since you’d be using your flashlight during parts of the game you never would.
The sun is NOT leaking.
This looks amazing!
This fixes my parents' relationship, thank you 2kliksphilippines
marriage arc
This fixes the world economy
Man this is really a crossover from the other video isnt it lol
Philip Pride!!
the auto correct 😂😂😂
the daylight mode looks damn good
Man this feels like waking up from a crack binge on a late cloudy August day and having anxiety
FR
accurate
Can relate. The iciness!
Can relate with an all night phet binge years ago. Last time I touched the stuff.
I can’t say I’ve ever experienced that particular one.
The lambda cache with sun shining in looks so good.
We need more beautiful scenes like that!
Lambda 😎
Overcast lighting is just fantastic with pathtracing. Can't wait to see more of HL2.
I think while the vibe is very different, this lighting still works for the Horror aspect of the game. Looks almost like Silent Hill 2, or maybe Resident Evil 4. I don't think it's the right vibe for the level Ravenholm in the game Half Life 2, but it definitely works in a horror setting. Would be interesting to see this tech applied to Silent Hill 2, actually. Maintaining the fog, of course. I think the ability to see ghostly outlines of stuff in the fog could be just terrifying lol
Reminds me more of STALKER.
makes me very excited to see what actual daytime levels might look like in HL2 RTX
the full game is never coming out lmao. this two level demo is 80gb
@@KoRL1240gb actually. HL2 reuses a ton of assets as well
@@KoRL12 you know that's due to the higher quality assets right ? and assets are reused everywhere
It looks so real >.>
Its like seeing what games would look like in the future as a kid.
That morning, late afternoon overcast look gives me Chernobyl vibes.
It looks a lot like Stalker 2
Escape From Ravenholm
It’s Chornobyl, bro
The bounce lighting from the rays into the dark lambda cash were truly incredible. My only gripe is that all the artificial lights appear waaaay too bright, in a day time setting they should be barely visible and kinda break the immersion for me personally. But when you take into account that this is all just ray tracing doing its thing its nothing short of jaw dropping.
Its why 10th gen games are going to be so exciting from a visual standpoint.
The limitations of baked lighting will be gone, no more heavy reliance on screen space effects that pop in and out of existance.
Can the maps be edited or is it just too much of its own thing? Or at least, maybe someone could share a save where they've spawned in some props to block the lights.
I heavily disagree tbh. If you open a windows on a sunny day your whole house lights up, even the hallways without windows, given that there is a way for the light to get there
i was thinking this too like the indoor lights often look brighter than the sunlight when they should be so much weaker
It's ez to increase sun brightness in settings.
I'm so excited for five or ten years down the line when this is normal for games.
It looks incredible. It's rare to be excited for the future of gaming like this.
Being this excited about graphics/gaming tech used to be the norm. I still remember when Doom 3 demo showed off their stencil shadows and everyone losing their minds over how realistic the dynamic shadows looked or that HL2 demo where they first showed off the physics/destruction in the room with the barrels and water.
I feel this is the kind of glow up older games need. A menu you can invoke and influence all the lighting and rendering settings without the game environment even knowing its being done. Its a flawless upgrade. 0:12 NOOOOOO 😭
Ray traced ambient lighting looks *so* good. Every time a game uses it properly you get some truly incredible looking lighting.
You can have the same level ambient lighting without RTX lol.
@@Vinicantstopcrying No you cannot, not in this level of accuracy, not in realtime either. What Phillip did in this video is quite literally not doable to this quality without RTX.
@LewdSCP1471A baked in lighting looks just as nice or better IMO
@@cygnusghedepereu6885 Yea against half ass RT implementations. You need to lay off the crack if you think Baked in lightning would compete against good RTX implementation.
@@Jerry-jo6dn
RDR2 says hi. Everything RTX can do. Can be done in Pre baked lighting with global Illumination with double the performance boost
RTX just do it automatically using your GPU cause devs are now too lazy to do it manually in game
perfect video to fall asleep to after a long day. And I'll admit it, perhaps I did treat this project too harshly
this lighting is like when you were a kid playing in the forest and it just started to get dark enough that its a little hard to see and everything suddenly gets really creepy and you hurry back home to avoid being in the dark any longer
In 9:36 it reminds me of what you are referring to. The sun has already set and it's just a matter of time before it gets real dark
"Dayvenholm" was RIGHT THERE
I appreciate you taking a second to get a closer look at that Home Depot aluminum ladder model they used lol
thanks for always taking the time to do subtitles for every video you make! really helps to understand
5:00 no! THANK YOU Philip for adding the subtitles for your videos :)
I love the lighting effect this has, it is genuine macabre creepiness. There is something about the daylighting and colours in this that just reminds me of the 2000's strongly
Man if I had money for a better PC I would be spending hours with the HUD off and look around in the game this is so good. Makes me wish you took your time when walking around in certain parts of the map
2:59 headcrab jumpscare
This makes me want to see the rest of the game at other atmospheric lighting conditions; very interesting
imagine how the Streetwar sections ( Anticitizen One, Follow Freeman, Episode 1) would look like if set at night, or in a very foggy and dust-covered environment
same here
@@MillsTC It would be interesting if people could create pre-sets for the whole game, like reversing the daytime/nighttime and such, so you wouldn't have to fiddle with the settings while playing, for more immersion.
Since most people can't play this for the near future maybe Phillip can upload one of his playthroughs like he did for Alyx
There's a mod that changes the time of day to night for much of the game (last I saw it ends after Nova Prospekt, tho that might've changed). It also deletes all life from the game tho, so I'm not sure if you can play through the game normally using it. The name escapes me, but it shouldn't be too hard to find
Been watching your stuff since way back when you did Source SDK tutorials, always a pleasure to still see you uploading after all these years :)
I love the overcast look. It fits so well!
The immediate uncanny valley reaction for me comes from sections like 1:21 where the floodlight is visible, far away from the source. Even extremely bright flashlight beams are barely visible in direct sunlight. But that's just an artifact.
Totally configurable, just increase sun brightness. Then u gotta worry about Tone mapping, eye adaptation etc
I have a weak spot for games with nice overcast day graphics, and to see this applied to Ravenholm of all places is really something else. I sadly don't have an RTX card (still stuck on a GTX 1080) but this is reason enough for me to invest in one soon, this is way too cool :D
Ravenholm in daytime really reminds me of Freeman Pontifex in Episode 2. Which is one of my favorite levels.
This daylight edit makes me super excited for the look of Lost Coast in the full version
I feel like they should work on smoke, especially when items/enemies are set on fire. A big black cloud (if even temporary) would greatly amplify the disturbing ambience of Ravenholm.
those weaksauce particles can really drag down the atmosphere. they genuinely look like an afterthought in some places due to rtx cranking up their presence to almost cartoonish levels, it's a shame because theyd look really good without having such overblown light emissions...
The soundtrack backing you setting up the sunlight is quite simply epic!
its incredible how much this lighting showcases the materials and makes it look real. when you went up the first ladder i was shocked how good it looked. its like those cyberpunk 2077 ultra realism videos where they have an overcast sky and it really sells the realism with all the natural light from the skybox. i think thats because we are used to seeing high contrast scenes in video games so we know how its supposed to look. shadows and bright light sources, bright sunlight. but rarely does a game have an overcast sky without direct sunlight. so ultimately while it doesnt look as flashy, i think it does a great job at showing how realistic ray tracing makes games look.
10:06 An angle of 0.54 degrees feels realistic because it is! In real life, the Sun has an angular size of roughly 32 arc-minutes, which translates to 0.53333... degrees!
it has a simillar feel to episode 2 lighting and tone, which is beautiful
You make any topic interesting i love you so much
I haven't even experimented with daytime settings lol
Yo it's that guy
YES I WAS HOPING FOR THIS THANK YOU
Damnnn wasn't expecting it to be that modular, and at the palm of the user if they dare to try!
Philip....you know this also means you now need to try turning daytime areas into night too. Daytime Nova Prospekt...nighttime arrival in City 17...nighttime battle with Striders...I hope they also remix the episodes too
Dude the way he casually just changes the time of day in realtime is so insane.
Wow this looks amazing, reminds me a bit of the atmosphere at the start of Resident Evil 8
Dont mind people saying torch instead of flashlight. I like your lingo. I personally love the way you say things and the way you make videos is great. and as you have showed us, the world could do with a bit of a different view etherway.
Sending you rtx sunshine and goofy comments. ❤ much love to you and that orange monkey cat of yours❤
Ravenholm does look great with daytime lighting, and areas like City 17 look cool at night, too.
It does feel creepier. The fire makes the scene feel a lot more lively during the night plus I think we don't expect people walking around at night but here it definitely conveys the feeling of a ghost town
Up until now, I didn’t really care for HL2 RTX. But, man. Seeing 8:18’s indirect light bounce across the walls from the warm sun outside… it’s just beautiful.
really does show how in motion physics and lighting take precedence over textures
textures and lighting for screenshots
4:58 Thank you too.
Great work 2KP, thank you!
hell that looks bloody amazing mate
Thanks to this, I escaped the asylum (I am on the run). Thank you twopressflipflop
When I played HL2 with my family's old laptop, the Intel HD craphics couldn't render it right and the whole game was full bright without any shadows, so this was pretty close to my experience.
Thank you for saying Flashlight instead of Torch. Us Americans need all the affirmation we can get right now..
Can you do a video on HL2 with Remix assets but classic (baked) lighting and compare performance and detail?
the power of the sun, in the palm of my hands
"That's right... the *real* crime would be not to fiddle with every slider for Fallback Lighting."
"It's too late to shut it off... It's using 100% of my CPU... It's self sufficient."
i really wish they would add a stringy blood effect between the bisected zombies when they get cut.
or at the very least go back and get redo that clean looking cut on both sections.
2:09 also my gamefilter was limited to rtx dynamic vibrance for some reason last time i playd.
Splinter Cell: Conviction music appropriately eerie. Was my first game on the 360 as a child.
I love how everything is so bright, but it still looks super cold and bleak, like an overcast winter morning without snow. Seeing Ravenholm like this is interesting, but this lighting would probably look much better at other parts of the game like the coast levels. Also, imagine Dark Souls: Remastered with this type of lighting and ray-tracing. Would look amazing.
I'm getting the impression that "natural" environment light coming from the sun/sky needed to be like 5 to 10 times stronger - it doesn't really make sense that, at example, 3:00, the blue light from that floodlight, or the light from the fires, are so much stronger than the sky
I think those lights by themself are too strong, the ambient lighting here looks about right considering the overcast sky. HL2 RTX has a real issue where manually placed point and spotlights are just set waayyyyy too intense and completely overblow the scenes lighting.
It's a mod so just tweak them to suit.
Honestly the extreme contrast with the light and the dark is a lot scarier. Only hearing but not seeing the zombies screaming in the dark and needing to step into the dark to face them is really good.
Feels like Dawn of the Dead in the morning scene towards the ending.
Man, this is awesome. Imagine when the rest of the game is finally updated to the RTX stuff.
I'll have to do another playthrough now. Nice work
I'm actually here for how these rendering-based remakes are opening up discussions of how people can change stylistic lighting settings in games, without the use of mods as such.
I think the biggest recent step is the level of configurability HDR settings introduce. It may well be a direction games continue to take in the future.
also, good word that zombie shadow at 3:32 is impressively spooky.
I'd like to see how this tech looks on HL2's leaked maps from around 2002-2003! Ravenholm/Quarrytown still took place around daytime and sunset, so it would probably look even prettier with all those excessive volumetrics and eye-toasting shaders!
*_Diffuse_* lighting is the term for indirect lighting, such as what you get from overcast skies.
It's far more unnatural to see a town completely deserted during daytime. At night we're used to the streets being empty.
Once other levels become available, you should try nighttime Canals or Highway. Or maybe nighttime Arrival?
They could have the sun progressively come up near the end of Ravenholm so it doesn't look so jarring when you end the Mines section and finally come outside to morning time / day time, fixing the issue of the Mines cut level for HL2.
headcrab jumpscare at 2:57 made me jump
_For it was said they had become like those peculiar demons, which dwell in matter but in whom no ray tracing may be found._
8:17 Damn that looks so good.
Can't wait for Ravenholm in daytime but its cloudy with thunderstorm and heavy rain
By far the most interesting feature RTX brought to the table, and yet it's hidden behind a dozen esoteric & unintuitive configurations
Amazing. Cant wait to play it in VR!
It looks like when you wake up after an afternoon nap
I refuse to believe someone who's 10 years older than me and has been playing this since day 1 didn't notice the car trap Lambda cache.
Just shows how awesome HL2 was and is.
Looks like the very early version of ravenholm in the Half Life 2 beta called Quarry Town
First Triage at Dawn then Stalker OST? wow, nice
man i luv this rtx version way more
wierdly the gloomy weather looks way more depressing
this reminds me of stalker 2
This look so incredible
This looked off when doing It on the source version, changing the day/night time Ingame (not in hammer) because of the baked In lighting n stuff,
But RTX Remix actually looks kinda good when It comes In terms with changing the Day/Nigh Cycles
Kinda the big benefit of dynamic lighting is that its... dynamic. One of the big reasons stuff in games got so static with props and things not moving was due to the reliance on baked lighting, it simply looked better than if things were moving and had to rely on light probes.
I really wanna see devs go nuts with ray traced lighting and give some really crazy dynamic stuff, but so far very few games have done that.
Would you consider a follow-up where you portray City 17's levels in night time?
im not sure if you know this or not, but the entire ravenholm section was actually created for gameplay in daytime.. the reason why they changed it to dark was becasue the maps were pretty much unchanged from the first beta build of half life 2 and therefor much lower quality than the rest of half life 2. Valve's solution to that problem was to hide it all with darkness.
The maps with daytime are called "Quarry" and "QuarryTown".
There is also "Traptown" which starts you on the dock outside of ravenholm at dusk which serves as a transition point towards the nighttime retail maps.
Is there any chance you could post some sort of remade config files to download? Just for the guys who don't know how to fiddle around the remix menu? Thanks
Thank you.
Call me a fanboy, or biased, if you want... but IMO, the fact a lighting mode and a rework of textures can make HL2 SO DAMN IMPRESSIVE and better than many, if not most, current games, is a testament of the great job Valve did. Both the source engine, and the art direction of the game.
In fact i think even the original still holds up today visualy.
I've been watching you for quite some time. Since the Dirt Rally videos (my all-time youtube fav videos btw). But just now I realized why I like your videos...
Your tone.. It makes everything sound so deep. Maybe it's the words you pick to describe something, even if it's a funny way.
Do you do this on purpose? How do you do it?
There should be a way to make fire 50% less bright and to make other light sources around 33% less bright.
Shadows should not be 100% dark - we are not in space! xD
Technically - we are! But we are also on a surface of a planet with an atmosphere!
It kinda reminds me of re4/r's daytime scenes
ALSO there are times I pause the vid and go "omg its like a photo of real life"
even borealis demo looks better i think, i just don't have RTX card BUT i would play this RTX remix if i had it
I didn't know the uncanny valley could apply to lighting
Like i said in the previous video, would be nice if there was a workshop for all different shading profiles for RTX
This gives me an idea. What if someone took this idea and reversed the start time in HL2 from start to finish?
You start the game at night, get to Ravenholm by daytime, get back from Nova Prospekt at night, and defeat Breen as the sun is rising.
It’s not a huge change, but I think it would be enough to make something really interesting, especially since you’d be using your flashlight during parts of the game you never would.
You know, less saturation and more grey environment lights will make it look more scarier :)
Reminds me of Shadow of Chernobyl
I kinda wanna see how RTX Ravenholm would look like with the dusk setting of the beta version if that's possible, I think it'd look kinda cool
Wow pretty unrelated, but I never mentioned the screams of burning Zombies sounds like German "Feuer Hilfe, Hilfe Feuer, Aaahh"....😮