Republique (PS4) - lag-based exploit pt. 1

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Published on ● Video Link: https://www.youtube.com/watch?v=GcATMH5tAWM



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In certain circumstances, a lag spike is generated whenever you close the Map-screen. This lag spike has a number of effects around the game; you can even skip cutscene and loading triggers with it. However, this glitch has a pretty arduous set up, and I don't know if it even works on PC or patched versions of the game.

The lag slowly increases when you play the game and move between areas. To intentionally set up a lag spike that can be used for glitching, you need to run between maps non-stop for around 10 minutes. ...Yes, if you wanted to set up this exploit in a speedrun, it takes a while! On the plus side, the glitch then stays active until you shut off the game.

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0:00 - A demonstration of what the lag spike looks like. Hope seems to "zip" from place to place whenever you close the Map-screen.

0:20 - As mentioned, you can go past loading triggers undetected during the lag spike. In some maps you can fully drop out of bounds by doing this. In some other maps you instead get stuck in a small niche beyond the loading trigger.

0:56 - I was curious and tried what happens if you get arrested out of bounds. Hope is actually immune to loading triggers while walking arrested, so what you want to do is press X to "skip" the arrest while walking into the loading zone. This triggers both the arrest and the loading zone, causing Hope to appear in the new area at wrong coordinates.

1:53 - Hope ends up at different coordinates depending on where you get arrested. There's a chance you could maybe warp somewhere useful when doing this, but you'd have to do a lot of testing to figure that out since every loading zone gives a different result.

(I think I exhaustively tested the warping possibilities in Episode 1. Warping when coming from Dorms to Atrium is seen on the video, it drops you out of bounds. The loading zone from Cells to Atrium can't be used for this purpose since there isn't enough space beyond the loading zone for Hope to get arrested there.)

2:42 - Other mechanics may glitch up too due to the lag. Here's an example with hiding in closets. Interrupting the hiding animation with enough lag makes Hope hide outside the closet. Innovative! Sadly, it seems the guards actually do see her when she's hiding in plain sight like this. If you manually exit after a guard has found you, Hope and guard both become so confused that they get stuck in place indefinitely; have to reload.

3:36 - With even more lag, eventually the closet door no longer closes after Hope has started hiding. The door also stays open in a glitchy way after exiting.

4:01 - If you interrupt statue hiding, you can end up slightly inside collision or even fully stuck behind the statue. Note that if you try to "hide" again while inside a wall, Hope gets stuck in an endless walk animation trying to reach the front of the statue again.

4:42 - In some places you can also open map while crawling. This causes Hope to overshoot the crawlspace; she then continues crawling back to the opposite direction in order to finish the crawl properly. In this clip I was in an area where the crawlspace becomes sealed after Hope, preventing her for returning, so she ended up crawling for an eternity.

Note: more info about the sequence breaks I found in the two first Episodes in the next video.