[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.00,0:00:05.61,Default,,0000,0000,0000,,hello and welcome to new frame plus a Dialogue: 0,0:00:02.64,0:00:07.38,Default,,0000,0000,0000,,series about video game animation today Dialogue: 0,0:00:05.61,0:00:09.36,Default,,0000,0000,0000,,I want to dig into the climbing Dialogue: 0,0:00:07.38,0:00:11.91,Default,,0000,0000,0000,,animation in breath of the wild this Dialogue: 0,0:00:09.36,0:00:13.74,Default,,0000,0000,0000,,topic was requested by asmar and if you Dialogue: 0,0:00:11.91,0:00:15.45,Default,,0000,0000,0000,,would like to make a topic suggestion of Dialogue: 0,0:00:13.74,0:00:17.28,Default,,0000,0000,0000,,your own then consider becoming a patron Dialogue: 0,0:00:15.45,0:00:21.18,Default,,0000,0000,0000,,of the channel but let's not waste time Dialogue: 0,0:00:17.28,0:00:23.28,Default,,0000,0000,0000,,here we go let's begin by breaking down Dialogue: 0,0:00:21.18,0:00:25.95,Default,,0000,0000,0000,,this climbing system into its component Dialogue: 0,0:00:23.28,0:00:27.78,Default,,0000,0000,0000,,parts link can climb most things in Dialogue: 0,0:00:25.95,0:00:29.82,Default,,0000,0000,0000,,breadth of the wild so if you run Dialogue: 0,0:00:27.78,0:00:31.68,Default,,0000,0000,0000,,yourself into just about any vertical Dialogue: 0,0:00:29.82,0:00:34.29,Default,,0000,0000,0000,,surface link will switch from his Dialogue: 0,0:00:31.68,0:00:36.42,Default,,0000,0000,0000,,regular ground locomotion state into his Dialogue: 0,0:00:34.29,0:00:38.28,Default,,0000,0000,0000,,climbing state and once you are on that Dialogue: 0,0:00:36.42,0:00:40.02,Default,,0000,0000,0000,,wall you can climb in any direction you Dialogue: 0,0:00:38.28,0:00:42.18,Default,,0000,0000,0000,,want the foundation of this Dialogue: 0,0:00:40.02,0:00:44.91,Default,,0000,0000,0000,,multi-directional climbing is built on a Dialogue: 0,0:00:42.18,0:00:48.15,Default,,0000,0000,0000,,set of I'm guessing eight animation Dialogue: 0,0:00:44.91,0:00:50.43,Default,,0000,0000,0000,,cycles climb up climb down climb left Dialogue: 0,0:00:48.15,0:00:52.20,Default,,0000,0000,0000,,climb right and probably an animation Dialogue: 0,0:00:50.43,0:00:54.45,Default,,0000,0000,0000,,for each of the four diagonals in Dialogue: 0,0:00:52.20,0:00:55.89,Default,,0000,0000,0000,,between just to fill in the gaps it's Dialogue: 0,0:00:54.45,0:00:57.84,Default,,0000,0000,0000,,hard to know exactly how many Dialogue: 0,0:00:55.89,0:00:59.37,Default,,0000,0000,0000,,directional cycles they're using under Dialogue: 0,0:00:57.84,0:01:01.50,Default,,0000,0000,0000,,the hood but however many there are Dialogue: 0,0:00:59.37,0:01:03.84,Default,,0000,0000,0000,,those animation loops blend smoothly Dialogue: 0,0:01:01.50,0:01:05.91,Default,,0000,0000,0000,,between each other as the player adjusts Dialogue: 0,0:01:03.84,0:01:07.71,Default,,0000,0000,0000,,links climbing direction if you stop Dialogue: 0,0:01:05.91,0:01:10.08,Default,,0000,0000,0000,,pressing in any direction link will Dialogue: 0,0:01:07.71,0:01:12.54,Default,,0000,0000,0000,,quickly blend to an idle pose and hold Dialogue: 0,0:01:10.08,0:01:14.22,Default,,0000,0000,0000,,position there are two mirror versions Dialogue: 0,0:01:12.54,0:01:16.17,Default,,0000,0000,0000,,of this idle so the pose can more Dialogue: 0,0:01:14.22,0:01:18.57,Default,,0000,0000,0000,,accurately reflect which foot moved last Dialogue: 0,0:01:16.17,0:01:20.49,Default,,0000,0000,0000,,and it is an extremely simple idle Dialogue: 0,0:01:18.57,0:01:22.71,Default,,0000,0000,0000,,animation just a little breathing to Dialogue: 0,0:01:20.49,0:01:24.78,Default,,0000,0000,0000,,keep link looking alive now for the most Dialogue: 0,0:01:22.71,0:01:26.91,Default,,0000,0000,0000,,part links body will be oriented Dialogue: 0,0:01:24.78,0:01:29.01,Default,,0000,0000,0000,,parallel to the slope of whatever he's Dialogue: 0,0:01:26.91,0:01:31.20,Default,,0000,0000,0000,,climbing but as the slope of the wall Dialogue: 0,0:01:29.01,0:01:33.33,Default,,0000,0000,0000,,starts to level out you will see a link Dialogue: 0,0:01:31.20,0:01:34.86,Default,,0000,0000,0000,,straighten up ever so slightly and his Dialogue: 0,0:01:33.33,0:01:36.57,Default,,0000,0000,0000,,climbing will start to feel a bit like Dialogue: 0,0:01:34.86,0:01:38.22,Default,,0000,0000,0000,,he's walking on all fours which is a Dialogue: 0,0:01:36.57,0:01:40.23,Default,,0000,0000,0000,,really nice touch really helps that Dialogue: 0,0:01:38.22,0:01:42.84,Default,,0000,0000,0000,,transition from climbing back to walking Dialogue: 0,0:01:40.23,0:01:45.60,Default,,0000,0000,0000,,feel more natural now there's also some Dialogue: 0,0:01:42.84,0:01:46.80,Default,,0000,0000,0000,,ikb ngey to keep links hands and feet Dialogue: 0,0:01:45.60,0:01:49.44,Default,,0000,0000,0000,,connected to the climbing surface Dialogue: 0,0:01:46.80,0:01:51.72,Default,,0000,0000,0000,,without getting too far into the fiddly Dialogue: 0,0:01:49.44,0:01:53.67,Default,,0000,0000,0000,,technical stuff I K or inverse Dialogue: 0,0:01:51.72,0:01:56.10,Default,,0000,0000,0000,,kinematics is a tool for making your Dialogue: 0,0:01:53.67,0:01:58.65,Default,,0000,0000,0000,,characters animation automatically adapt Dialogue: 0,0:01:56.10,0:02:00.03,Default,,0000,0000,0000,,to uneven terrain it's also used for a Dialogue: 0,0:01:58.65,0:02:01.95,Default,,0000,0000,0000,,ton of other things but that's one of Dialogue: 0,0:02:00.03,0:02:03.81,Default,,0000,0000,0000,,the most common applications you know Dialogue: 0,0:02:01.95,0:02:06.09,Default,,0000,0000,0000,,how sometimes you run your player Dialogue: 0,0:02:03.81,0:02:08.37,Default,,0000,0000,0000,,character up a slope or up some stairs Dialogue: 0,0:02:06.09,0:02:10.20,Default,,0000,0000,0000,,and their feet automatically raise up to Dialogue: 0,0:02:08.37,0:02:13.05,Default,,0000,0000,0000,,account for the uneven height of the Dialogue: 0,0:02:10.20,0:02:13.98,Default,,0000,0000,0000,,ground that is I K and here i ka is Dialogue: 0,0:02:13.05,0:02:16.02,Default,,0000,0000,0000,,being used to Dialogue: 0,0:02:13.98,0:02:18.42,Default,,0000,0000,0000,,help links feet and hands connect to the Dialogue: 0,0:02:16.02,0:02:20.34,Default,,0000,0000,0000,,uneven surface of this wall it's easiest Dialogue: 0,0:02:18.42,0:02:22.50,Default,,0000,0000,0000,,to see this in action when you have link Dialogue: 0,0:02:20.34,0:02:24.27,Default,,0000,0000,0000,,idle near a corner or an edge of the Dialogue: 0,0:02:22.50,0:02:26.94,Default,,0000,0000,0000,,climbing surface you see how different Dialogue: 0,0:02:24.27,0:02:28.95,Default,,0000,0000,0000,,that idle pose can look the I K really Dialogue: 0,0:02:26.94,0:02:31.59,Default,,0000,0000,0000,,seems to want to keep links hands on one Dialogue: 0,0:02:28.95,0:02:33.45,Default,,0000,0000,0000,,side of that corner of course upon very Dialogue: 0,0:02:31.59,0:02:35.79,Default,,0000,0000,0000,,close inspection you will notice that Dialogue: 0,0:02:33.45,0:02:37.77,Default,,0000,0000,0000,,links hands often aren't contacting the Dialogue: 0,0:02:35.79,0:02:39.48,Default,,0000,0000,0000,,surface of the wall exactly right Dialogue: 0,0:02:37.77,0:02:41.46,Default,,0000,0000,0000,,sometimes they'll clip through the mesh Dialogue: 0,0:02:39.48,0:02:43.89,Default,,0000,0000,0000,,other times they'll hover just over the Dialogue: 0,0:02:41.46,0:02:45.33,Default,,0000,0000,0000,,surface but the camera pulls so far back Dialogue: 0,0:02:43.89,0:02:47.37,Default,,0000,0000,0000,,when you're climbing that you're rarely Dialogue: 0,0:02:45.33,0:02:49.65,Default,,0000,0000,0000,,going to notice it so not really a big Dialogue: 0,0:02:47.37,0:02:51.81,Default,,0000,0000,0000,,deal now that covers the basics of how Dialogue: 0,0:02:49.65,0:02:53.40,Default,,0000,0000,0000,,the climb itself is structured but there Dialogue: 0,0:02:51.81,0:02:55.56,Default,,0000,0000,0000,,are several supplemental pieces Dialogue: 0,0:02:53.40,0:02:57.54,Default,,0000,0000,0000,,supporting this foundation for one thing Dialogue: 0,0:02:55.56,0:03:00.03,Default,,0000,0000,0000,,you can make link jump while climbing Dialogue: 0,0:02:57.54,0:03:01.92,Default,,0000,0000,0000,,sacrificing some stamina to do a quick - Dialogue: 0,0:03:00.03,0:03:04.53,Default,,0000,0000,0000,,up the wall you can do these jumps Dialogue: 0,0:03:01.92,0:03:06.81,Default,,0000,0000,0000,,upward diagonally and to either side and Dialogue: 0,0:03:04.53,0:03:09.30,Default,,0000,0000,0000,,this - will even round tight corners Dialogue: 0,0:03:06.81,0:03:11.19,Default,,0000,0000,0000,,which not super realistic obviously but Dialogue: 0,0:03:09.30,0:03:13.50,Default,,0000,0000,0000,,appreciated anyway I would much rather Dialogue: 0,0:03:11.19,0:03:15.96,Default,,0000,0000,0000,,him do this than jump off the mountain Dialogue: 0,0:03:13.50,0:03:17.64,Default,,0000,0000,0000,,but you cannot - downward if you hold Dialogue: 0,0:03:15.96,0:03:19.59,Default,,0000,0000,0000,,down on the stick and press jump link Dialogue: 0,0:03:17.64,0:03:22.50,Default,,0000,0000,0000,,will leap directly away from the wall Dialogue: 0,0:03:19.59,0:03:24.45,Default,,0000,0000,0000,,and enter a freefall and of course if it Dialogue: 0,0:03:22.50,0:03:26.88,Default,,0000,0000,0000,,happens to be raining out link can also Dialogue: 0,0:03:24.45,0:03:30.06,Default,,0000,0000,0000,,lose his grip and slide down a short Dialogue: 0,0:03:26.88,0:03:31.95,Default,,0000,0000,0000,,ways annoying yes but it looks nice but Dialogue: 0,0:03:30.06,0:03:33.99,Default,,0000,0000,0000,,most of the climbing systems supporting Dialogue: 0,0:03:31.95,0:03:36.60,Default,,0000,0000,0000,,animations are used for transitioning Dialogue: 0,0:03:33.99,0:03:38.88,Default,,0000,0000,0000,,link into and out of the climbing state Dialogue: 0,0:03:36.60,0:03:40.77,Default,,0000,0000,0000,,in various ways for example when you Dialogue: 0,0:03:38.88,0:03:43.17,Default,,0000,0000,0000,,first run the link at a vertical surface Dialogue: 0,0:03:40.77,0:03:44.88,Default,,0000,0000,0000,,he will initiate his climb by jumping up Dialogue: 0,0:03:43.17,0:03:47.31,Default,,0000,0000,0000,,the wall a little to get you started if Dialogue: 0,0:03:44.88,0:03:49.29,Default,,0000,0000,0000,,you manually jump at that same wall link Dialogue: 0,0:03:47.31,0:03:51.27,Default,,0000,0000,0000,,will do a little hop from wherever you Dialogue: 0,0:03:49.29,0:03:53.28,Default,,0000,0000,0000,,contact getting you just a little more Dialogue: 0,0:03:51.27,0:03:55.17,Default,,0000,0000,0000,,starting height at no additional stamina Dialogue: 0,0:03:53.28,0:03:57.60,Default,,0000,0000,0000,,cost when you reach the top of a Dialogue: 0,0:03:55.17,0:03:59.52,Default,,0000,0000,0000,,climacus link will sort of step up onto Dialogue: 0,0:03:57.60,0:04:01.80,Default,,0000,0000,0000,,the ledge and blend into his normal Dialogue: 0,0:03:59.52,0:04:03.96,Default,,0000,0000,0000,,standing idle dashing up to that ledge Dialogue: 0,0:04:01.80,0:04:06.06,Default,,0000,0000,0000,,will trigger the same step-up animation Dialogue: 0,0:04:03.96,0:04:08.31,Default,,0000,0000,0000,,if you run out of stamina while climbing Dialogue: 0,0:04:06.06,0:04:10.32,Default,,0000,0000,0000,,link will play a few frames of this odo Dialogue: 0,0:04:08.31,0:04:12.84,Default,,0000,0000,0000,,animation before blending into his Dialogue: 0,0:04:10.32,0:04:14.70,Default,,0000,0000,0000,,regular falling animation and this one's Dialogue: 0,0:04:12.84,0:04:16.77,Default,,0000,0000,0000,,arguably part of links regular ground Dialogue: 0,0:04:14.70,0:04:19.14,Default,,0000,0000,0000,,locomotion but if you start moving him Dialogue: 0,0:04:16.77,0:04:21.24,Default,,0000,0000,0000,,up a steep slope links Run will get more Dialogue: 0,0:04:19.14,0:04:23.13,Default,,0000,0000,0000,,strained and intense showing the Dialogue: 0,0:04:21.24,0:04:25.14,Default,,0000,0000,0000,,additional effort required to run up Dialogue: 0,0:04:23.13,0:04:27.09,Default,,0000,0000,0000,,that steep surface which leads into this Dialogue: 0,0:04:25.14,0:04:27.81,Default,,0000,0000,0000,,climbing state rather nicely even if Dialogue: 0,0:04:27.09,0:04:29.85,Default,,0000,0000,0000,,there isn't any Dialogue: 0,0:04:27.81,0:04:32.88,Default,,0000,0000,0000,,bespoke transition animation between the Dialogue: 0,0:04:29.85,0:04:34.95,Default,,0000,0000,0000,,two and that's basically it for the Dialogue: 0,0:04:32.88,0:04:37.56,Default,,0000,0000,0000,,climbing system there are tons of other Dialogue: 0,0:04:34.95,0:04:39.03,Default,,0000,0000,0000,,ways to initiate or stop climbing and Dialogue: 0,0:04:37.56,0:04:40.74,Default,,0000,0000,0000,,lots of other stuff that can happen Dialogue: 0,0:04:39.03,0:04:42.36,Default,,0000,0000,0000,,while climbing but none of it is Dialogue: 0,0:04:40.74,0:04:44.94,Default,,0000,0000,0000,,supported with additional animations Dialogue: 0,0:04:42.36,0:04:47.28,Default,,0000,0000,0000,,there are no custom transitions into Dialogue: 0,0:04:44.94,0:04:49.11,Default,,0000,0000,0000,,climbing from swimming or gliding for Dialogue: 0,0:04:47.28,0:04:50.91,Default,,0000,0000,0000,,example if you reach the bottom of a Dialogue: 0,0:04:49.11,0:04:52.83,Default,,0000,0000,0000,,climbing wall he'll just pop right from Dialogue: 0,0:04:50.91,0:04:54.78,Default,,0000,0000,0000,,his climbing state directly into his Dialogue: 0,0:04:52.83,0:04:57.30,Default,,0000,0000,0000,,landing animation if you take damage Dialogue: 0,0:04:54.78,0:04:59.76,Default,,0000,0000,0000,,while climbing link will just flash red Dialogue: 0,0:04:57.30,0:05:01.38,Default,,0000,0000,0000,,or if you take a really big hit or run Dialogue: 0,0:04:59.76,0:05:03.69,Default,,0000,0000,0000,,out of Health while climbing link will Dialogue: 0,0:05:01.38,0:05:07.08,Default,,0000,0000,0000,,just instantly react Dolph which never Dialogue: 0,0:05:03.69,0:05:09.24,Default,,0000,0000,0000,,stops being funny it's kind of amazing Dialogue: 0,0:05:07.08,0:05:11.25,Default,,0000,0000,0000,,how stripped down and simple this Dialogue: 0,0:05:09.24,0:05:13.23,Default,,0000,0000,0000,,climbing animation system manages to be Dialogue: 0,0:05:11.25,0:05:15.30,Default,,0000,0000,0000,,for a comparison if you look at the Dialogue: 0,0:05:13.23,0:05:17.76,Default,,0000,0000,0000,,climbing in most Assassin's Creed games Dialogue: 0,0:05:15.30,0:05:19.86,Default,,0000,0000,0000,,or uncharted those characters climb with Dialogue: 0,0:05:17.76,0:05:21.81,Default,,0000,0000,0000,,more authentic physicality and their Dialogue: 0,0:05:19.86,0:05:24.00,Default,,0000,0000,0000,,movements are tailor-made to navigate Dialogue: 0,0:05:21.81,0:05:26.85,Default,,0000,0000,0000,,every kind of complex terrain more Dialogue: 0,0:05:24.00,0:05:28.74,Default,,0000,0000,0000,,realistically meanwhile link just hits a Dialogue: 0,0:05:26.85,0:05:30.78,Default,,0000,0000,0000,,vertical surface and latches on like a Dialogue: 0,0:05:28.74,0:05:32.37,Default,,0000,0000,0000,,housefly when you get right down to it Dialogue: 0,0:05:30.78,0:05:35.13,Default,,0000,0000,0000,,breadth of the wilds climbing animation Dialogue: 0,0:05:32.37,0:05:37.38,Default,,0000,0000,0000,,is only slightly more robust than Dialogue: 0,0:05:35.13,0:05:39.84,Default,,0000,0000,0000,,Ocarina of times vine climbing it's Dialogue: 0,0:05:37.38,0:05:41.88,Default,,0000,0000,0000,,really simple but that stripped-down Dialogue: 0,0:05:39.84,0:05:44.70,Default,,0000,0000,0000,,simplicity is what allows the game's Dialogue: 0,0:05:41.88,0:05:46.17,Default,,0000,0000,0000,,climb anywhere designed to work when you Dialogue: 0,0:05:44.70,0:05:48.33,Default,,0000,0000,0000,,build your climbing system around Dialogue: 0,0:05:46.17,0:05:50.37,Default,,0000,0000,0000,,navigating specific types of terrain Dialogue: 0,0:05:48.33,0:05:52.56,Default,,0000,0000,0000,,with specific animations it looks Dialogue: 0,0:05:50.37,0:05:54.57,Default,,0000,0000,0000,,amazing but it often means that the Dialogue: 0,0:05:52.56,0:05:56.25,Default,,0000,0000,0000,,player can only traverse these specific Dialogue: 0,0:05:54.57,0:05:58.26,Default,,0000,0000,0000,,types of terrain that your character's Dialogue: 0,0:05:56.25,0:06:00.63,Default,,0000,0000,0000,,climbing system was built to accommodate Dialogue: 0,0:05:58.26,0:06:03.21,Default,,0000,0000,0000,,you can run across any ledge weave Dialogue: 0,0:06:00.63,0:06:05.28,Default,,0000,0000,0000,,through any trees branches and scale any Dialogue: 0,0:06:03.21,0:06:07.32,Default,,0000,0000,0000,,wall with conspicuously placed hand Dialogue: 0,0:06:05.28,0:06:09.15,Default,,0000,0000,0000,,holds but try to traverse a surface that Dialogue: 0,0:06:07.32,0:06:12.03,Default,,0000,0000,0000,,wasn't specifically designed for Dialogue: 0,0:06:09.15,0:06:13.92,Default,,0000,0000,0000,,climbing and nope and that's fine those Dialogue: 0,0:06:12.03,0:06:16.50,Default,,0000,0000,0000,,are still really fun climbing systems Dialogue: 0,0:06:13.92,0:06:17.97,Default,,0000,0000,0000,,but if you're only able to traverse the Dialogue: 0,0:06:16.50,0:06:20.31,Default,,0000,0000,0000,,terrain that the level artists Dialogue: 0,0:06:17.97,0:06:22.56,Default,,0000,0000,0000,,specifically designed for you then it Dialogue: 0,0:06:20.31,0:06:25.14,Default,,0000,0000,0000,,does put a cap on that sense of free Dialogue: 0,0:06:22.56,0:06:27.36,Default,,0000,0000,0000,,exploration rather than packing the Dialogue: 0,0:06:25.14,0:06:30.09,Default,,0000,0000,0000,,world of Hyrule with tiny crevices Dialogue: 0,0:06:27.36,0:06:31.89,Default,,0000,0000,0000,,complex footpaths and obvious handholds Dialogue: 0,0:06:30.09,0:06:34.59,Default,,0000,0000,0000,,this environment is filled with wide Dialogue: 0,0:06:31.89,0:06:36.81,Default,,0000,0000,0000,,smooth surfaces which are perfect for Dialogue: 0,0:06:34.59,0:06:39.09,Default,,0000,0000,0000,,links simple climbing animation system Dialogue: 0,0:06:36.81,0:06:40.77,Default,,0000,0000,0000,,and sure that does mean you sacrifice Dialogue: 0,0:06:39.09,0:06:43.41,Default,,0000,0000,0000,,some of that really cool-looking Dialogue: 0,0:06:40.77,0:06:45.30,Default,,0000,0000,0000,,animation detail but this choice is part Dialogue: 0,0:06:43.41,0:06:47.67,Default,,0000,0000,0000,,of what makes this world so enticing to Dialogue: 0,0:06:45.30,0:06:50.58,Default,,0000,0000,0000,,explore because nothing feels out of Dialogue: 0,0:06:47.67,0:06:52.35,Default,,0000,0000,0000,,reach you can climb all of this and the Dialogue: 0,0:06:50.58,0:06:54.30,Default,,0000,0000,0000,,only thing you have to worry about is Dialogue: 0,0:06:52.35,0:06:57.51,Default,,0000,0000,0000,,managing your stamina and finding your Dialogue: 0,0:06:54.30,0:06:59.64,Default,,0000,0000,0000,,route it's simple and it's intuitive but Dialogue: 0,0:06:57.51,0:07:01.62,Default,,0000,0000,0000,,despite that simplicity the thing I like Dialogue: 0,0:06:59.64,0:07:03.84,Default,,0000,0000,0000,,most about links climbing is that it is Dialogue: 0,0:07:01.62,0:07:05.97,Default,,0000,0000,0000,,surprisingly expressive when they Dialogue: 0,0:07:03.84,0:07:07.80,Default,,0000,0000,0000,,requested this episode topic as Marv Dialogue: 0,0:07:05.97,0:07:09.30,Default,,0000,0000,0000,,pointed out that one of their favorite Dialogue: 0,0:07:07.80,0:07:11.46,Default,,0000,0000,0000,,things about climbing and breath of the Dialogue: 0,0:07:09.30,0:07:13.47,Default,,0000,0000,0000,,wild is how you feel the effort Linc is Dialogue: 0,0:07:11.46,0:07:15.48,Default,,0000,0000,0000,,putting into climbing that wall and I Dialogue: 0,0:07:13.47,0:07:17.94,Default,,0000,0000,0000,,agree he is just throwing himself at Dialogue: 0,0:07:15.48,0:07:20.49,Default,,0000,0000,0000,,this there's this great rhythmic bounce Dialogue: 0,0:07:17.94,0:07:22.05,Default,,0000,0000,0000,,to his climb which I'm pretty sure isn't Dialogue: 0,0:07:20.49,0:07:24.27,Default,,0000,0000,0000,,good climbing technique but that Dialogue: 0,0:07:22.05,0:07:26.19,Default,,0000,0000,0000,,exaggerated movement sells both the Dialogue: 0,0:07:24.27,0:07:29.13,Default,,0000,0000,0000,,effort and just the sheer determination Dialogue: 0,0:07:26.19,0:07:31.11,Default,,0000,0000,0000,,in every step even just running up a Dialogue: 0,0:07:29.13,0:07:33.87,Default,,0000,0000,0000,,steep slope to get to the climbing part Dialogue: 0,0:07:31.11,0:07:35.52,Default,,0000,0000,0000,,he's working so hard I love how he's Dialogue: 0,0:07:33.87,0:07:37.59,Default,,0000,0000,0000,,always looking in the direction of that Dialogue: 0,0:07:35.52,0:07:39.72,Default,,0000,0000,0000,,next handhold I like how when the Dialogue: 0,0:07:37.59,0:07:41.43,Default,,0000,0000,0000,,incline gets really steep you even start Dialogue: 0,0:07:39.72,0:07:43.47,Default,,0000,0000,0000,,seeing these little sweat droplets which Dialogue: 0,0:07:41.43,0:07:45.69,Default,,0000,0000,0000,,is just I don't know it's cute and when Dialogue: 0,0:07:43.47,0:07:48.03,Default,,0000,0000,0000,,the rain causes him to slip it happens Dialogue: 0,0:07:45.69,0:07:50.16,Default,,0000,0000,0000,,really fast but he does this panicked Dialogue: 0,0:07:48.03,0:07:52.50,Default,,0000,0000,0000,,scramble and you can just feel the poor Dialogue: 0,0:07:50.16,0:07:55.41,Default,,0000,0000,0000,,guy's whole body clinch like no no no no Dialogue: 0,0:07:52.50,0:07:57.54,Default,,0000,0000,0000,,ok ok frustrating as it is to have this Dialogue: 0,0:07:55.41,0:08:00.24,Default,,0000,0000,0000,,happen in the rain I do adore this Dialogue: 0,0:07:57.54,0:08:02.16,Default,,0000,0000,0000,,little moment of fear I don't know what Dialogue: 0,0:08:00.24,0:08:04.62,Default,,0000,0000,0000,,it is about Zelda game animation but Dialogue: 0,0:08:02.16,0:08:05.49,Default,,0000,0000,0000,,somehow it's always better than the sum Dialogue: 0,0:08:04.62,0:08:07.83,Default,,0000,0000,0000,,of its parts Dialogue: 0,0:08:05.49,0:08:10.35,Default,,0000,0000,0000,,right like if you think about it there's Dialogue: 0,0:08:07.83,0:08:12.30,Default,,0000,0000,0000,,very rarely anything that stands out Dialogue: 0,0:08:10.35,0:08:14.25,Default,,0000,0000,0000,,about the animation in Zelda games I Dialogue: 0,0:08:12.30,0:08:16.77,Default,,0000,0000,0000,,mean it usually isn't particularly Dialogue: 0,0:08:14.25,0:08:18.36,Default,,0000,0000,0000,,flashy or stylish nothing compared to Dialogue: 0,0:08:16.77,0:08:21.12,Default,,0000,0000,0000,,what you'd see in like a Devil May Cry Dialogue: 0,0:08:18.36,0:08:23.19,Default,,0000,0000,0000,,it's not especially detailed or Dialogue: 0,0:08:21.12,0:08:25.14,Default,,0000,0000,0000,,realistic certainly not in comparison to Dialogue: 0,0:08:23.19,0:08:27.39,Default,,0000,0000,0000,,a Red Dead or an uncharted but the Dialogue: 0,0:08:25.14,0:08:30.21,Default,,0000,0000,0000,,animation also doesn't tend to be super Dialogue: 0,0:08:27.39,0:08:32.16,Default,,0000,0000,0000,,exaggerated or stylized either even when Dialogue: 0,0:08:30.21,0:08:35.01,Default,,0000,0000,0000,,a particular game's art style very much Dialogue: 0,0:08:32.16,0:08:37.32,Default,,0000,0000,0000,,is the acting animation usually isn't Dialogue: 0,0:08:35.01,0:08:39.69,Default,,0000,0000,0000,,anything special and of course yes there Dialogue: 0,0:08:37.32,0:08:42.33,Default,,0000,0000,0000,,are some occasional standout moments of Dialogue: 0,0:08:39.69,0:08:44.19,Default,,0000,0000,0000,,expressive character appeal but usually Dialogue: 0,0:08:42.33,0:08:47.10,Default,,0000,0000,0000,,the animation in Zelda games is always Dialogue: 0,0:08:44.19,0:08:50.97,Default,,0000,0000,0000,,just like good enough it's pretty good Dialogue: 0,0:08:47.10,0:08:53.46,Default,,0000,0000,0000,,but it is always good enough and it is Dialogue: 0,0:08:50.97,0:08:54.60,Default,,0000,0000,0000,,always visually clear and it always Dialogue: 0,0:08:53.46,0:08:57.75,Default,,0000,0000,0000,,functionally Dialogue: 0,0:08:54.60,0:08:59.57,Default,,0000,0000,0000,,everything each game needs it to Zelda Dialogue: 0,0:08:57.75,0:09:01.50,Default,,0000,0000,0000,,as a series just has this really Dialogue: 0,0:08:59.57,0:09:04.50,Default,,0000,0000,0000,,utilitarian approach to character Dialogue: 0,0:09:01.50,0:09:06.63,Default,,0000,0000,0000,,animation even when no one aspect of it Dialogue: 0,0:09:04.50,0:09:08.34,Default,,0000,0000,0000,,stands out as visually impressive it Dialogue: 0,0:09:06.63,0:09:11.40,Default,,0000,0000,0000,,always works and there is still Dialogue: 0,0:09:08.34,0:09:13.11,Default,,0000,0000,0000,,something very charming about it I think Dialogue: 0,0:09:11.40,0:09:14.97,Default,,0000,0000,0000,,for the climbing here if there's one Dialogue: 0,0:09:13.11,0:09:17.16,Default,,0000,0000,0000,,addition that could really improve this Dialogue: 0,0:09:14.97,0:09:19.92,Default,,0000,0000,0000,,it would be adding some fidgets to Lynx Dialogue: 0,0:09:17.16,0:09:21.60,Default,,0000,0000,0000,,climbing idle idle fidgets are just such Dialogue: 0,0:09:19.92,0:09:23.52,Default,,0000,0000,0000,,a great tool for getting a little more Dialogue: 0,0:09:21.60,0:09:25.95,Default,,0000,0000,0000,,flavor and characterization on your Dialogue: 0,0:09:23.52,0:09:27.93,Default,,0000,0000,0000,,player character like maybe if you leave Dialogue: 0,0:09:25.95,0:09:29.97,Default,,0000,0000,0000,,link just hanging on the wall for a few Dialogue: 0,0:09:27.93,0:09:32.28,Default,,0000,0000,0000,,seconds he could start looking around a Dialogue: 0,0:09:29.97,0:09:34.53,Default,,0000,0000,0000,,little taking in the view or maybe he Dialogue: 0,0:09:32.28,0:09:37.32,Default,,0000,0000,0000,,could look down nervously at how high up Dialogue: 0,0:09:34.53,0:09:39.21,Default,,0000,0000,0000,,he is or okay say we'd rather keep him Dialogue: 0,0:09:37.32,0:09:41.01,Default,,0000,0000,0000,,focused on the task at hand maybe Dialogue: 0,0:09:39.21,0:09:43.35,Default,,0000,0000,0000,,instead of looking around he could Dialogue: 0,0:09:41.01,0:09:45.63,Default,,0000,0000,0000,,adjust his grip slightly or try to get a Dialogue: 0,0:09:43.35,0:09:47.70,Default,,0000,0000,0000,,more solid plant with his foot it would Dialogue: 0,0:09:45.63,0:09:49.29,Default,,0000,0000,0000,,all be little stuff but you can get a Dialogue: 0,0:09:47.70,0:09:51.12,Default,,0000,0000,0000,,lot of character out of touches like Dialogue: 0,0:09:49.29,0:09:53.28,Default,,0000,0000,0000,,that those moments where the player Dialogue: 0,0:09:51.12,0:09:55.14,Default,,0000,0000,0000,,isn't making the character do something Dialogue: 0,0:09:53.28,0:09:56.64,Default,,0000,0000,0000,,are a perfect opportunity to let the Dialogue: 0,0:09:55.14,0:09:58.86,Default,,0000,0000,0000,,character do something to express Dialogue: 0,0:09:56.64,0:10:00.30,Default,,0000,0000,0000,,themselves and it kind of surprises me Dialogue: 0,0:09:58.86,0:10:02.61,Default,,0000,0000,0000,,that the team didn't take advantage of Dialogue: 0,0:10:00.30,0:10:04.23,Default,,0000,0000,0000,,that here but yeah taken as a whole I Dialogue: 0,0:10:02.61,0:10:06.81,Default,,0000,0000,0000,,think breadth of the wilds climbing is Dialogue: 0,0:10:04.23,0:10:08.91,Default,,0000,0000,0000,,extremely successful it's visually clear Dialogue: 0,0:10:06.81,0:10:11.31,Default,,0000,0000,0000,,its expressive it feels good in your Dialogue: 0,0:10:08.91,0:10:13.65,Default,,0000,0000,0000,,hands just incredibly solid work all Dialogue: 0,0:10:11.31,0:10:15.39,Default,,0000,0000,0000,,around thank you again to asmar for Dialogue: 0,0:10:13.65,0:10:16.92,Default,,0000,0000,0000,,requesting this topic if you enjoyed Dialogue: 0,0:10:15.39,0:10:18.69,Default,,0000,0000,0000,,this and you're in the mood for a little Dialogue: 0,0:10:16.92,0:10:20.82,Default,,0000,0000,0000,,more breadth of the Wild animation talk Dialogue: 0,0:10:18.69,0:10:22.65,Default,,0000,0000,0000,,the other Dan who talks about game Dialogue: 0,0:10:20.82,0:10:24.30,Default,,0000,0000,0000,,animation on YouTube also has a new Dialogue: 0,0:10:22.65,0:10:25.83,Default,,0000,0000,0000,,video about links sword attack Dialogue: 0,0:10:24.30,0:10:28.23,Default,,0000,0000,0000,,animations you should check it out I Dialogue: 0,0:10:25.83,0:10:29.70,Default,,0000,0000,0000,,will link to that below anyway thank you Dialogue: 0,0:10:28.23,0:10:31.56,Default,,0000,0000,0000,,very much for watching be sure to Dialogue: 0,0:10:29.70,0:10:33.48,Default,,0000,0000,0000,,subscribe and consider supporting the Dialogue: 0,0:10:31.56,0:10:35.52,Default,,0000,0000,0000,,show like all of these good folks here I Dialogue: 0,0:10:33.48,0:10:38.03,Default,,0000,0000,0000,,will see you again soon for more new Dialogue: 0,0:10:35.52,0:10:38.03,Default,,0000,0000,0000,,frame plus Dialogue: 0,0:10:41.55,0:10:43.61,Default,,0000,0000,0000,,you