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00:09Welcome to MojoPlays and today we're regretting no clipping out of some of our favorite games
00:15thinking we'd find something new and fun when instead all we found made us turn the
00:20game off and sit with all the lights on for a while.
00:30Before we continue be sure to subscribe to our channel and ring the bell to get notified about
00:34our latest videos. The Freezer Saints Row 2
00:45The zombie minigame in Saints Row 2 was already a joke wearing extra teeth but staying at long
00:51enough for the session to glitch and a bugged model can pop you out of bounds into the freezer.
00:55A hauntingly vacant version of the game's map that doesn't belong in Steelport's usual cartoon
01:01violence. And that's not even the worst part. Stalking the streets is a shadow that can instantly
01:07crash your game just by catching a glimpse of it. Seeing it can wreck the run which is a polite
01:13way to say the minigame stops being funny and starts feeling like the engine opened an alternate
01:17version of the game players were never meant to see. Saints Row loves breaking itself on purpose
01:22but this one feels like a leftover that never got a punchline.
01:27Hello and welcome to Stillwater Memorial Church. My name is Julius Little and it's no secret
01:33I've wasted many years of my life being a part of the game problem here in Stillwater.
01:37Water Mask The Walking Dead Saints and Sinners
01:40Chapter 2's sewers are supposed to be a traditional route, not a swimming pool with no bottom.
01:47Fall through the floor and the map keeps a little water underneath the play space
01:51and sitting in it is a mask with no quest marker and no line of dialogue. Saints and Sinners is
01:57already comfortable delivering scares in VR with bodies close enough that you can flinch for real.
02:02However, a face-shaped object floating under the level is worse because it has no job and no reason
02:08to be there. It just waits in the dark like set dressing that wandered off the shot and decided the
02:14drain was fine. The only way to find it is by failing the geometry but that's the whole joke and
02:20it's not a
02:20funny one when the rest of the chapter still wants you to treat the sewers like a hallway.
02:24Real Goblins. Dungeon Defenders.
02:32The simple act of opening a door you weren't supposed to drops the cute tower defense facade
02:38immediately. Behind it sits goblin models wrapped in what looks like a photographed human face,
02:44one of them in a bunny mask and parked in a space the campaign never uses. Dungeon Defenders sells
02:50cartoon sieges and crystal defense to people who came for the build menus, but this is somebody's
02:56texture work that was never meant to get a close-up in a well-lit room. The shock isn't a
03:01scripted scare
03:02with a jump scare. It's the realization that a family-friendly siege game is storing faces that look
03:07developed from a photo, then leaving them behind a latch like leftover wardrobe and the door is the only
03:13thing standing between you and Nightmare Fuel.
03:22Floating Head. Borderlands 3.
03:25New Volt Hunter, huh? James Marcus. You picked a hell of a time to join the Crimson Raiders.
03:33The Borderlands series has its fair share of questionable material, but this one is unexplainably weird
03:40even in a series as ridiculous as this. Modders have gone looking for a file name that explains
03:46the joke and came back empty, which is how a looter shooter ends up with a cryptid that doesn't even
03:51have the courtesy of a datapad. Borderlands 3 is loud on purpose, but knowing this thing is hiding just
03:58on the other side of the game world that not even a bajillion guns can kill is a different kind
04:03of
04:03unsettling. There are no missions and no claptrap riffs sitting on top to make the scale feel like
04:08an unreleased DLC. It just waits in the void like the skybox grew a face and nobody filed a bug
04:15log
04:15to explain its existence. Locked House. Gorebox. If you somehow manage to clip under the map,
04:28the game doesn't simply crash and restart. Instead, you drop into black, then respawn on a foggy lake
04:35with audio that doesn't match the rest of the sandbox you just broke, and a house that won't let you
04:41in.
04:41Gorebox is a physics toy that expects you to be the world's biggest problem, but this sequence
04:47treats you leaving the floor like a loading error that became a place with weather. The locked door
04:52is the most insulting part. You already cheated to get there, and the house has the nerve to bolt the
04:58door. The entire scenario is pretty eerie for a game that is otherwise happy to let you launch ragdolls
05:04into orbit, which is how you know the lake wasn't built to serve as another punchline.
05:09Want even more hidden secrets about your favorite games? Then head to Mojo Play's 24-7 live stream
05:14for all the best contents the gaming has to offer. Scan the QR code on screen to join us live
05:19for
05:20non-stop fun. Eyeballs. Paper Mario The Thousand Year Door.
05:30Look close enough at one single lamp, and the interior texture inexplicably has eyes looking back
05:36at you, all packed in an area where a normal paper game would have put wood grain or a flat
05:42yellow fill. Nowhere else in the Thousand Year Door does the art exist, which makes it even more
05:48questionable. Rogueport is already willing to be a little weird under all the jokes and the crowd that
05:53boos a missed stamp. But this is unsettling because it's a material choice sitting in a room you were
06:00invited to treat as a cute theater, and you only find it by staring at furniture like a maniac. The
06:06game rewards that obsession with a texture that feels like it wandered in from a different studio's
06:10horror disc and then somehow got printed on a lamp it never expected anyone to see.
06:24Leftovers. Silent Hill 2.
06:26Excuse me.
06:28I'm sorry. I was just...
06:30Hey, it's okay. I didn't mean to scare you.
06:34I'm kind of lost.
06:35Beat the remake, and the true horrors of the town begin to reveal themselves. Those who managed to free
06:41cam through the space between ending maps found that Bloober Team's high-res version of the familiar
06:46town starts looking like a warehouse that never got a closing shift. Laura's dress is sitting there
06:51with a texture labeled text, Angela is parked in a graveyard the story never put her in, and James
06:57himself is stored outside the Sky Dome like a mannequin waiting for the next take. Limbs still punch
07:03through walls with that old warp stretch the new version was supposed to have left on the PS2,
07:08and none of it is a secret ending. It's the continuity room floor still dressed as Silent Hill,
07:14visible only after the official camera has clocked out.
07:17I won't let you do this to me.
07:21I won't let you go.
07:24I can't!
07:28Cardboard Cutout. Resident Evil 4.
07:31Damn.
07:39Hey, it's about time.
07:42This one might be well known today, but the fact it's never been properly explained is still strange.
07:48Unlock the camera in Chapter 5-4, walk toward an abandoned building off the path, and a flat painted
07:55figure is standing there like set dressing that forgot to be three-dimensional. Resident Evil 4 is
08:00famous for village geometry that already looks a little theatrical when the Ganados are doing choir
08:06practice, but this cutout is theatrical without a scene attached. Theories bounce between leftover
08:12decoration and a developer portrait, but to date nobody has signed the thing. You were never supposed
08:18to approach that building with a free look camera, but fans did it anyway and the rural horror turns into
08:24a lost stage prop, which is almost funnier than it is scary until you remember the game never comments
08:30on it and never uses the building for a set piece.
08:34You'll soon harbor an awesome power, yet it seems you would rather choose death.
08:41Booker's Body. Bioshock Infinite.
08:44Ah! Do it, my boy! You know, the best kind of interview is one where the applicant doesn't
08:52know he's being evaluated!
08:54Columbia likes to look finished, especially inside the Good Time Club, which is why the wall behind
09:00the show is such a rude joke. If players manage to push through the plaster, the club keeps a crate
09:06-sized
09:06closet on the other side, and trapped inside is a pair of first-person Booker arms and an unused
09:13corpse packed in like animation parts left in storage. Infinite is a world already obsessed with
09:19leftover versions of people, so of course the building is hiding a spare protagonist.
09:24This is almost certainly unused tear geometry that never got deleted, which is the most Bioshock
09:30explanation available short of a chalkboard. The intended shot of Columbia is gleaming,
09:35but the space behind the club hides a workshop that didn't finish putting the main man together.
09:40What do you want? What do you see here? From this angle?
09:43Dead. Listen. And that angle? Alive.
09:46Skybox Master Chief. Halo 2. Halo 2 is supposed to be clean military sci-fi with a sexy, wisecracking,
09:54and clever AI, which makes it worse when the sky grows a face. Ram a body through a specific pillar,
10:01and the skybox fills with a monstrous warped chief, stretched like the engine tried to draw a spartan,
10:07but panicked. There is a technical explanation involving how the game stores and projects that
10:12model when collision gets the wrong object, but knowing this does little to help alleviate the
10:17situation when you're 10 and the weather is staring back at you. Bungie never meant to put a boss up
10:23there. Players manufactured a nightmare by feeding a pillar a corpse and asking the renderer to cope
10:28with the results and years of unresolved trauma. Sightseers. Red Dead Redemption 2. Anyone who manages to
10:36cross the southernmost border out of bounds will find the canopy is hiding figures that don't attack,
10:42they watch. Which is somehow much worse. West of Lake Isabella, a separate find dumps an avalanche
10:49of dead horses into a place the story never sends you. Red Dead 2 is already full of bodies the
10:54honor
10:55system wants you to feel guilty about, but these are worse because they're not encounters. The sightseers
11:00never draw a weapon and the horses don't start some obscure stranger mission. Rockstar built a country
11:06that keeps going far after the map should end and some of what it hides is just standing there in
11:11the
11:11leaves like the world had extra extras and nowhere official to clock them in. You may leave the border,
11:17but the border doesn't leave you alone. Shadow Body. Shadow Tower.
11:28From inside the intended rooms you might only see a corpse poke through the geometry under the right
11:34angle. A hand or a sliver that feels like a texture error. However, Freecam confirms the rest. There's a
11:40hanging body sitting in empty space. Floating in the abyss because Shadow Tower apparently decided even its
11:47own dungeon was too bright for this one. From Software's early horror already looks like a place
11:52that lost the work order and this prop never got a floor. You can only find it by looking at
11:58a wall
11:58the wrong way, then by leaving the wall entirely. The game is dark on purpose, but this leftover is
12:05darker because nobody assigned it to a room, and the hanging pose doesn't get any less unnerving when you
12:10can finally see the whole thing.
12:19Hanging Soldiers. Trepang 2.
12:29Within Trepang 2, Task Force 27 already looks like a unit that leaves a mess in its wake. However,
12:35if you manage to clip out near the base, the trees are doing memorial work the mission marker would
12:41never mention. A group of hanged soldiers parked in branches the campaign camera was never going to
12:46frame. The game's demo also had a stairwell that dumped people into a back room's flat space,
12:52so the studio has a habit of letting the void keep architecture. Trepang 2 likes brutal set dressing in
12:58the levels you are allowed to finish, but once you're out of bounds it stops pretending the brutality
13:03needs a briefing. You were never invited to landscape the perimeter, and by doing it anyway,
13:09you'll find the forest has already been decorated.
13:19Not a bug, a feature. Slender the Arrival.
13:31Most horror games shrug if you hop a fence and fall into the untextured bit, but The Arrival wrote a
13:38sentence for the occasion. If you choose to leave the map, the static and Slender Man somehow still
13:43shows up, and a handwritten line flashes as he kills you, which makes the whole situation even worse as
13:49the cryptid proclaims, not even a bug in this game will save you from me. The monster is allowed to
13:55be the engine's hull monitor, which is funnier than it should be until the screen gets noisy
14:00and the run is over. You can only find the scare by cheating, but the game answers by staying in
14:05character, which is either impressive design or a very committed way to say stay on the path and stop
14:11testing the woods. Out of bounds is not an exploit here. It's still part of his woods.
14:23Missing Head. Resident Evil 2.
14:34The first liquor encounter is one of the most memorable moments in the series, and part of that
14:40horror is tied to a dripping puddle that belongs to a headless corpse. However, the head was originally
14:45supposed to drop from the ceiling, until the animation got cut for rating, leaving the head
14:50still hiding out of bounds and off the old 4x3 frame. Resident Evil 2 is full of bodies that are
14:57allowed
14:57to be gross on camera in the police station, but for whatever reason, this body was too much. You notice
15:03the puddle in the intended shot and assume the scene is finished, but you only find the missing piece
15:08by looking where the CRTV crop and the collision don't want you to. The ratings board might have
15:14censored the scene, but the file still has the leftover hanging around like it's waiting for a patch
15:19that's 20 years too late.
15:31Body Huddle. Until Dawn.
15:35Hold on, I'm seeing something.
15:38It looks like there are survivors.
15:41The mountains of Until Dawn are supposed to be done with these people once the survivors escape. However,
15:46if you decide to be a tourist after the credits, the lodge is still storing a second ending it didn't
15:52bother to highlight. Under the credits desk sits a dismembered head on a chain, and hanging off that
15:58chain is a clump of bodies that looks uncomfortably like the main cast. On the other side of the wall
16:03hides a tactical suit figure A-posing outside a door that no shot ever uses. None of this is in
16:10an intended
16:11camera. Until Dawn already kills the ensemble on purpose in branching ways. While just out of bounds,
16:18it keeps a pile and a mannequin like the butterfly effect flapped its wings one final time.
16:24I've seen what's down there, and I'd give anything to unsee it.
16:28Dead Protagonists. Silent Hill 3.
16:31Listen, something really crazy is going on. I think we should...
16:37Dad?
16:38While Heather is searching for Harry, pan the camera around and James Sunderland is occupying the same
16:44space with the scalp missing, both models present and neither complete. Angela's floating head is
16:50the same trick in an early scene when Silent Hill 2 leftovers were used as off-camera stuffing,
16:56with faces never meant to take a close-up in a game that already has enough family damage.
17:01Konami recycling meshes is not shocking on a sequel that had a deadline to meet,
17:06but parking the last game's broken people inside the game's grief scene is the part that feels
17:11especially rude. You were never supposed to look past Heather, but if you do anyways,
17:16the family tragedy is sharing a room with borrowed corpses that still have names,
17:20which is a cost-saving trick that aged into nightmare fuel.
17:33Paradise Lost. Black Mesa.
17:36Good morning and welcome to the Black Mesa transit system.
17:41This automated train is provided for the security and convenience of the Black Mesa research facility
17:47personnel. The title screen is supposed to be nothing more than wallpaper. However,
17:52if you free cam out of menu maps like background 16 and background 12, you find the fan remake is
17:59storing a hell diorama instead. Stacks of bodies, footprints walking away from the pile,
18:04an arcadian obelisk, and Milton on the wall about the hard way out of hell.
18:09There's no collectible caption waiting to make it official, just what seems to be the remains of
18:14another experiment that escaped the facility. Leave the camera where the menu puts it and its pure
18:19atmosphere. But yank the camera, and somebody on that team was assigned homework in a room the
18:24next chapter was never supposed to enter.
18:36Forgotten Crypt. World of Warcraft. Behind Karazhan's sealed gate sits a flooded chamber of bodies
18:42chained by the feet, floating upside down, hands and eyes missing. It was inaccessible for years,
18:49then later cracked open with an obscure Legion puzzle, which is a very blizzard way to admit the basement
18:54existed without putting it in a standard raid. Age reading rumors and we just abandoned it have
19:00been fighting for an explanation ever since. WoW already has plenty of official horror wings with
19:06bosses and loot tables, but this one feels like a crypt that lost its quest giver and its lightning
19:11pass. You don't simply stumble in during a raid explainer. You break a famous instance's back door
19:17and find a scene the game was content to leave underwater until curiosity became a skill.
19:23Lisa. PT.
19:24The day of the crime the father went to the trunk of his car, retrieved the rifle,
19:29and shot his wife as she was cleaning up the kitchen after lunch.
19:32This one is not some leftover art from a concept that never became a real game. Players who managed
19:39the noclip far enough in PT found that Lisa follows and jumpscares you into a death the
19:45hallway already threatened the traditional way. The developers built a barrier for people who
19:50refuse to walk the loop like a person, which is how Kojima reminds players to stay where intended.
19:55Konami's teaser is worrying enough on the intended path, but sneaking out of bounds it stays in
20:01character and just ends you faster. That's both the joke and the design doc. Even cheating
20:06still belongs to her. You won't find a hidden room full of unused meshes and developer cones.
20:12Instead, you find the same ghost with a shorter fuse,
20:16which is how you know this void is still part of Lisa's infinite domain.
20:28What was the scariest thing you accidentally found in your favorite game? Share your discoveries in
20:34the comments. Did you enjoy this video? Check out these other clips from MojoPlays,
20:39and be sure to subscribe and ring the bell to be notified about our latest videos.

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