0:00:00.440,0:00:03.040 Hello,[br]and welcome to New Frame Plus. 0:00:03.060,0:00:05.765 Every now and then,[br]I like to pick just a single animation 0:00:05.790,0:00:07.857 from a game[br]and really dig into it. 0:00:07.882,0:00:12.813 And, by patron request, today’s subject[br]is the parry & riposte in Dark Souls. 0:00:12.838,0:00:17.079 But I say why stop at just one![br]Dark Souls didn’t, and neither shall we. 0:00:17.104,0:00:20.614 Let’s look at the parry & riposte[br]in all three Dark Souls games 0:00:20.639,0:00:22.663 and see which[br]one is animated the best. 0:00:22.688,0:00:26.097 Pop a humanity everybody,[br]we are going on a JOURNEY. 0:00:26.122,0:00:29.386 Alright, first up: Dark Souls.[br]Let’s give this thing a look ... 0:00:29.411,0:00:32.623 So, for the initial parry,[br]the character takes a wide stance 0:00:32.648,0:00:34.812 and swats the enemy weapon away. 0:00:34.837,0:00:38.106 From there, they will either transition[br]back to their idle animation 0:00:38.131,0:00:40.765 or the player can choose to[br]follow up with a counterattack, 0:00:40.790,0:00:42.657 which varies by weapon type. 0:00:42.682,0:00:45.626 Now the parry is actually my[br]favorite part of the whole thing. 0:00:45.651,0:00:48.355 I love how exaggerated[br]this shield swipe is. 0:00:48.380,0:00:51.000 She’s not just carefully[br]deflecting the attack, 0:00:51.025,0:00:54.323 she is swatting that sword[br]away like GET OUTTA HERE. 0:00:54.348,0:00:57.160 There is a real sense of[br]power behind this parry, 0:00:57.185,0:00:59.645 and a big part of that[br]is the weight behind it. 0:00:59.670,0:01:00.732 Watch her hips: 0:01:00.757,0:01:03.951 You see how her center of gravity[br]drops down and to the left 0:01:03.976,0:01:06.677 just before twisting to[br]help whip the shield around? 0:01:06.702,0:01:09.519 She’s throwing her whole[br]body into that parry. 0:01:09.544,0:01:14.023 Now, realistically, I would wager that throwing[br]your shield out to the side like that 0:01:14.048,0:01:17.406 is probably not an ideal[br]defensive parrying technique, 0:01:17.431,0:01:19.579 but I’m not an expert[br]in swordsmanship. 0:01:19.604,0:01:21.067 And also, I don’t care! 0:01:21.092,0:01:22.813 In the context of a video game, 0:01:22.838,0:01:26.907 clarity is FAR more important[br]than realism 99% of the time, 0:01:26.932,0:01:30.490 and the exaggeration on this[br]shield swipe is very clear. 0:01:30.515,0:01:33.545 And a lot of that clarity is[br]also thanks to the posing. 0:01:33.570,0:01:36.343 Look at the silhouette on[br]this succession of poses… 0:01:36.368,0:01:39.636 The anticipation pose brings[br]the shield way out to her right 0:01:39.661,0:01:42.374 (making sure it’s clear of[br]her body so we can see it), 0:01:42.399,0:01:44.874 then she whips it all the[br]way across to her left side 0:01:44.899,0:01:47.791 (again, clear of her body to[br]maintain a nice silhouette), 0:01:47.816,0:01:50.874 and then the weight of the thing[br]brings it down for the recovery… 0:01:50.899,0:01:55.160 even in the heat of combat,[br]all of those poses are super clear. 0:01:55.185,0:01:58.593 Now, the enemy’s reaction to[br]being parried is interesting… 0:01:58.618,0:02:00.636 Compared to the[br]ferocity of the parry, 0:02:00.661,0:02:03.984 the enemy’s animation feels[br]kinda soft and swimmy. 0:02:04.009,0:02:08.156 I mean, Dark Souls animation trends[br]pretty slow compared to most games anyway, 0:02:08.181,0:02:10.616 but this almost feels[br]like slow motion. 0:02:10.641,0:02:13.683 Maybe the original[br]animation played back faster, 0:02:13.708,0:02:16.002 but when they started[br]fine-tuning the combat, 0:02:16.027,0:02:19.078 they decided that the enemy needed[br]to be vulnerable for more time, 0:02:19.103,0:02:21.538 so they just slowed the[br]animation down a little. 0:02:21.563,0:02:24.413 Or maybe this was an[br]aesthetically intentional choice 0:02:24.438,0:02:28.066 to help the player more quickly[br]recognize the enemy’s vulnerability. 0:02:28.091,0:02:30.070 See, at first I was kinda[br]wishing that there was 0:02:30.095,0:02:32.099 a little more sharpness[br]to the start of this, 0:02:32.124,0:02:36.711 like more of a harsh bounce off of your[br]shield to match the intensity of your parry, 0:02:36.736,0:02:41.152 but then I remembered that that’s what[br]happens when you just do a regular block. 0:02:41.177,0:02:43.533 You see how much[br]sharper that bounce is? 0:02:43.558,0:02:46.444 Maybe the softness here[br]was designed to feel 0:02:46.469,0:02:48.850 tangibly different than[br]a regular blocked hit, 0:02:48.876,0:02:52.262 to make the riposte vulnerability[br]more immediately apparent. 0:02:52.287,0:02:54.577 Weird as it feels,[br]I do have to admit that - 0:02:54.602,0:02:56.579 especially when combined[br]with the sound effect - 0:02:56.604,0:03:00.544 it is IMMEDIATELY clear to the[br]player that that parry was successful. 0:03:00.569,0:03:02.727 Now, if the player[br]chooses to riposte here, 0:03:02.752,0:03:05.502 you’ll see the enemy’s[br]position change instantly, 0:03:05.527,0:03:08.540 snapping to a spot right in[br]front of the player character. 0:03:08.565,0:03:12.012 This warping happens because the[br]riposte animation in Dark Souls 0:03:12.037,0:03:15.147 is what many of us call[br]a “synced animation”. 0:03:15.172,0:03:17.803 See, when you need two[br]different characters in a game 0:03:17.828,0:03:20.823 to physically interact[br]in some complex way, 0:03:20.848,0:03:23.497 sometimes that interaction[br]is only going to look right 0:03:23.522,0:03:28.279 if both characters are playing their[br]respective animations at the exact same time 0:03:28.304,0:03:32.029 and in the correct position and[br]orientation relative to each other. 0:03:32.054,0:03:35.339 Like, if this ogre is going to[br]do a grab move on Wolf here, 0:03:35.364,0:03:39.486 then it’s only going to look right if his[br]arms are actually wrapped around Wolf, 0:03:39.511,0:03:43.474 which means that the two characters need[br]to be in the correct relative positions. 0:03:43.499,0:03:46.054 And if they AREN’T, well,[br]then you gotta force it. 0:03:46.079,0:03:47.740 Because for game-play purposes, 0:03:47.765,0:03:50.994 you don’t want to make the player[br]have to stand in the EXACT 0:03:51.019,0:03:55.656 pixel-perfect correct spot in front of the[br]enemy for that riposte animation to work. 0:03:55.681,0:03:57.379 That would be super annoying. 0:03:57.404,0:04:01.486 So instead, if the enemy is vulnerable[br]and the player hits the riposte button 0:04:01.511,0:04:05.415 while standing in GENERALLY the[br]correct position and orientation, 0:04:05.440,0:04:09.403 both characters will warp and reorient[br]themselves however is necessary 0:04:09.428,0:04:12.042 for that counterattack[br]animation to play properly. 0:04:12.067,0:04:15.251 It may look a little janky when you[br]slow it down, but it’s worth it. 0:04:15.276,0:04:16.942 So anyway: the riposte. 0:04:16.967,0:04:19.257 Once both characters[br]are position correctly, 0:04:19.282,0:04:21.757 your character will wind up[br]with their weapon of choice, 0:04:21.782,0:04:25.011 but the enemy fighter does[br]something kind of... weird. 0:04:25.036,0:04:28.345 They will transition from their[br]vulnerable parried animation 0:04:28.370,0:04:32.293 into this really neutral idle[br]pose, which I don’t love. 0:04:32.318,0:04:36.043 It’s as if they’re intentionally[br]lining themselves up to take the hit, 0:04:36.068,0:04:38.390 like they’re an amateur[br]stunt person or something. 0:04:38.415,0:04:42.583 And, like, I get wanting to put them in a[br]position where the deathblow is gonna look good, 0:04:42.608,0:04:45.281 and standing straight up[br]and unguarded like this 0:04:45.306,0:04:48.496 does certainly makes them look super[br]vulnerable to what’s about to hit them, 0:04:48.521,0:04:51.247 but this just makes it look like[br]they’re coordinating with you. 0:04:51.272,0:04:53.476 Like: “Oh,[br]you intend to riposte? 0:04:53.501,0:04:57.146 Capital! Here, let me get myself[br]all situated... there we are. 0:04:57.171,0:04:59.460 Alright! OOF. 0:04:59.460,0:05:00.996 Very good, sirrrr….” 0:05:01.021,0:05:04.795 I think this would look way better if[br]the moment before the riposte hit showed 0:05:04.820,0:05:07.062 the enemy trying to[br]defend themselves, 0:05:07.087,0:05:11.382 like they see the riposte coming and they are[br]making a futile attempt to recover in time. 0:05:11.407,0:05:13.446 Or maybe they could[br]see the attack coming 0:05:13.471,0:05:15.941 and visibly recognize[br]that they are screwed, 0:05:15.966,0:05:17.239 like a Punch-Out fighter. 0:05:17.264,0:05:21.108 Those guys wiff an attack and you can[br]see it almost immediately in their eyes: 0:05:21.133,0:05:24.378 the realization that they[br]are in very big trouble. 0:05:24.403,0:05:25.450 Something like that. 0:05:25.475,0:05:28.851 Or just keep them feeling off balance[br]until the attack lands, whatever. 0:05:28.876,0:05:30.120 Anything but THIS. 0:05:30.145,0:05:32.363 It is a nitpick, but still. 0:05:32.388,0:05:34.743 Anyway,[br]on to the deathblow itself. 0:05:34.768,0:05:37.303 The stab connects,[br]the particle effects fly, 0:05:37.328,0:05:41.106 the camera does this great little zoom[br]and shake to emphasize the moment, 0:05:41.131,0:05:43.844 and the drawn out finish[br]where the enemy drops and 0:05:43.869,0:05:46.251 you kick them off of[br]your sword looks awesome. 0:05:46.276,0:05:49.009 This is what a good synced[br]animation can get you. 0:05:49.034,0:05:53.593 That said, you may have noticed that there’s a[br]little bit of jank to that stab animation. 0:05:53.620,0:05:55.200 Watch the sword hand... 0:05:56.040,0:05:57.460 You see that little hitch? 0:05:57.480,0:06:00.240 It’s even more noticeable if[br]you track the tip of the sword… 0:06:00.265,0:06:03.467 Now I’m not saying that these arcs have[br]to be perfectly smooth or anything, 0:06:03.492,0:06:05.788 but this little hitch[br]in the stabbing motion 0:06:05.813,0:06:08.368 really saps the move[br]of some of its force. 0:06:08.400,0:06:13.220 It’s not as noticeable when played back[br]at speed, but you definitely FEEL it. 0:06:14.160,0:06:16.520 And when I look at the stab[br]animation more closely, 0:06:16.547,0:06:20.134 I’m actually not feeling a lot of[br]impact from the animation itself. 0:06:20.159,0:06:22.276 At least,[br]not as much as there could be. 0:06:22.301,0:06:25.958 It feels a little bit like the[br]character's carefully placing the sword 0:06:25.983,0:06:28.517 in the right position and the[br]camera and the particle effects 0:06:28.503,0:06:31.612 are doing all this work to[br]make the attack feel powerful. 0:06:31.637,0:06:33.378 You can really see this[br]when the character is 0:06:33.400,0:06:36.140 holding an extra long[br]weapon like this one. 0:06:37.320,0:06:39.080 You see how soft that feels? 0:06:39.110,0:06:42.653 It does still work,[br]but I think it would feel a lot punchier 0:06:42.678,0:06:45.533 if the animation was[br]contributing more to the impact. 0:06:45.558,0:06:48.232 Speaking of different weapons,[br]though, like I said before, 0:06:48.257,0:06:50.970 there are a few different[br]versions of the riposte animation 0:06:50.995,0:06:53.351 for the different categories[br]of weapons in the game, 0:06:53.376,0:06:56.664 but as you play, you’re quickly going[br]to notice that the riposte animations 0:06:56.689,0:07:00.157 they use for some of these[br]weapons seem... a little mismatched. 0:07:00.182,0:07:03.510 At the end of the day,[br]there are a LOT of weapons in Dark Souls 0:07:03.535,0:07:05.851 and only a handful of[br]riposte animations. 0:07:05.876,0:07:09.800 So you are occasionally going to[br]see some very silly-looking stabs. 0:07:09.825,0:07:11.704 But I’m not super[br]bothered about this one, 0:07:11.729,0:07:16.308 because if your two options are to either[br]have some silly-looking ripostes in the game 0:07:16.333,0:07:20.454 OR significantly reduce the number of[br]weapons just to avoid that problem, 0:07:20.479,0:07:22.001 I’ll take the silly ripostes. 0:07:22.026,0:07:25.632 This game kinda needs those[br]little dashes of levity anyway. 0:07:25.657,0:07:28.013 Last point (and this[br]one’s pretty small, but) 0:07:28.040,0:07:31.620 look at the player character as[br]she settles back into her idle. 0:07:32.500,0:07:35.500 You notice that little[br]last-second twist on her limbs? 0:07:35.530,0:07:39.176 I believe that this is a quick[br]blend from the male’s idle pose 0:07:39.201,0:07:41.418 to their female version[br]of that animation. 0:07:41.443,0:07:45.942 As best I can tell, both masculine and[br]feminine player characters in Dark Souls 0:07:45.967,0:07:49.234 are animated using the same[br]animation rig and skeleton. 0:07:49.259,0:07:51.888 As you can see here,[br]the two characters have been designed 0:07:51.913,0:07:54.225 to not have different[br]skeletal proportions. 0:07:54.250,0:07:56.694 Their limbs and such[br]are all the same length. 0:07:56.719,0:07:59.432 And this would likely be done[br]because they didn’t want to have 0:07:59.457,0:08:02.805 to make two versions of every[br]animation, which is reasonable. 0:08:02.830,0:08:05.120 If everyone’s animated[br]on the same skeleton, 0:08:05.145,0:08:08.314 then they can all pull from[br]the same library of animations. 0:08:08.339,0:08:12.747 But the animators did create a slightly[br]different idle stance for feminine characters, 0:08:12.772,0:08:14.597 just to make them feel just[br]a little different. 0:08:14.622,0:08:17.628 And the problem appears to be[br]that all of the animations are 0:08:17.653,0:08:21.160 designed to transition back into[br]the standard idle animation, 0:08:21.185,0:08:23.223 not the feminine[br]variant they made. 0:08:23.248,0:08:28.461 And so, as she finishes the riposte, we see[br]her step back into the default pose first, 0:08:28.486,0:08:31.950 then quickly shift into the fem[br]one that she is meant to be using. 0:08:31.975,0:08:35.283 It’s another tiny polish thing.[br]Not that huge a deal. 0:08:35.308,0:08:39.410 Theoretically, this could be fixed by[br]having that blend start much sooner 0:08:39.435,0:08:42.665 (like maybe here) so that by[br]the time she hits this pose, 0:08:42.690,0:08:44.980 she’s already in the[br]correct idle stance. 0:08:45.005,0:08:48.877 But maybe there’s some technical reason that[br]wasn’t possible for them, I don’t know. 0:08:48.902,0:08:52.091 Alternatively, if they had some more[br]room in their animation schedule, 0:08:52.136,0:08:55.259 an even better fix would be to[br]create some custom transitions 0:08:55.284,0:08:59.327 so that fem characters could transition[br]directly back into their own idle 0:08:59.352,0:09:01.589 instead of going to[br]the masculine one first. 0:09:01.614,0:09:04.972 But I’m guessing this was considered[br]a pretty low-priority problem, 0:09:04.997,0:09:09.271 so they just opted to accept that[br]minor bit of jank and move on. 0:09:09.296,0:09:13.311 I would argue that just not having a different[br]idle stance for the female characters 0:09:13.336,0:09:16.684 would be the preferable fix in[br]this case but, alright. Fair enough. 0:09:16.709,0:09:19.462 Overall, though, I would say this[br]animation is pretty successful. 0:09:19.487,0:09:21.248 Slightly lacking[br]in polish maybe, 0:09:21.273,0:09:24.541 but that’s pretty par for the[br]course for Dark Souls 1 animation, 0:09:24.566,0:09:28.092 What matters is that it feels great[br]in the moment, the clarity is good... 0:09:28.117,0:09:30.040 Solid 4 out of 5 stars. 0:09:30.065,0:09:33.610 But let’s move on to the[br]sequel: Dark Souls II... 0:09:33.635,0:09:37.579 The entire structure of the[br]parry and riposte here is very different. 0:09:37.604,0:09:40.672 Parry the enemy’s attack and now[br]they will fall on their butt. 0:09:40.697,0:09:44.662 And from there, after a slight delay[br]you can follow up with the riposte. 0:09:44.687,0:09:46.289 First let’s talk[br]about the good things: 0:09:46.314,0:09:49.711 that weird blend back into the[br]feminine idle pose at the end? 0:09:49.736,0:09:51.032 That is now fixed. 0:09:51.057,0:09:55.250 It appears that both masculine and feminine[br]characters use the same idle pose here, 0:09:55.275,0:09:57.380 so problem just kinda[br]sorted itself out. 0:09:57.380,0:09:58.504 Hooray! 0:09:58.529,0:10:01.041 And that concludes my segment[br]about the good things. 0:10:01.066,0:10:02.571 I hope you enjoyed it. NOW... 0:10:02.596,0:10:07.586 Let’s start with the parry. It is SIMILAR[br]to the original, but the posing is weaker. 0:10:07.611,0:10:09.923 She’s not hitting that[br]wide stance anymore, 0:10:09.948,0:10:13.233 which was a big part of what made[br]the original parry look so powerful. 0:10:13.258,0:10:15.178 And look at how[br]the movement ends. 0:10:15.203,0:10:18.749 You see the way she brings the shield[br]even further around on the swing, 0:10:18.774,0:10:20.475 all the way behind her body? 0:10:20.500,0:10:23.908 Now on the one hand, it DOES make[br]for a wider arc on that swing, 0:10:23.933,0:10:26.904 which could suggest more[br]power behind it, right? 0:10:26.929,0:10:29.644 But that’s coming at[br]the cost of clarity. 0:10:29.669,0:10:31.767 Look at the silhouette[br]here at the end. 0:10:31.792,0:10:34.326 Now compare that to the[br]posing in the original. 0:10:34.351,0:10:36.212 See how much more[br]clear that looks? 0:10:36.237,0:10:38.810 You NEED that clarity[br]in Souls combat. 0:10:38.835,0:10:41.053 And I would argue that[br]the enemy’s reaction to 0:10:41.078,0:10:43.753 being parried is a[br]pretty big downgrade too. 0:10:43.778,0:10:45.414 The original might have felt soft, 0:10:45.439,0:10:49.902 but seeing the enemy’s weapon get slapped[br]away by that shield felt pretty great 0:10:49.927,0:10:53.767 AND it clearly conveyed that, hey,[br]you deflected that incoming attack. 0:10:53.792,0:10:54.538 Good for you. 0:10:54.563,0:10:58.695 Here, the parry reaction seems to[br]ignore the attack deflection entirely. 0:10:58.720,0:11:03.242 Instead, they react like your parry is more[br]of a shield bash smashing them in the face. 0:11:03.267,0:11:05.362 Which... ok, that’s kinda fun too. 0:11:05.387,0:11:10.441 But in the heat of combat, I would argue it’s[br]just slightly less clear as a reaction. 0:11:10.466,0:11:12.624 I’m definitely[br]nitpicking at this point, 0:11:12.649,0:11:16.116 but those tiny clarity[br]issues can pile up fast. 0:11:16.161,0:11:18.176 Then the guy just sits[br]there, dazed, which 0:11:18.201,0:11:20.309 is kinda more goofy-[br]looking than anything. 0:11:20.334,0:11:24.085 It’s like: oof, your parry just gave[br]this hollow a LOT to think about… 0:11:24.110,0:11:28.628 And you have to wait for his fall animation[br]to finish before you can do your riposte. 0:11:28.653,0:11:31.168 Hit the button too early[br]and you’ll just attack, 0:11:31.193,0:11:33.790 completely losing your[br]riposte opportunity. 0:11:33.815,0:11:35.700 WHICH FEELS REAL FINICKY. 0:11:35.700,0:11:37.004 AND BAD. 0:11:37.029,0:11:39.901 And the riposte itself[br]is also not great! 0:11:39.926,0:11:42.877 The characters warp into position[br]for the synced animation. 0:11:42.902,0:11:44.009 Then comes the attack 0:11:44.034,0:11:48.076 which, to their credit, doesn’t have[br]those noticeable hitches that the original had. 0:11:48.101,0:11:51.568 But the clarity on this[br]stabbing attack is baaaaaaad. 0:11:51.593,0:11:56.774 Your weapon making contact with the opponent[br]is completely obscured by your character. 0:11:56.799,0:11:59.250 The camera still does[br]it’s zoom (which is great) 0:11:59.275,0:12:01.957 but what is there to[br]zoom and emphasize here? 0:12:01.982,0:12:03.659 you can’t see what happened! 0:12:03.680,0:12:08.880 In terms of both silhouette and[br]clarity, this riposte is Very Bad. 0:12:09.640,0:12:11.740 Maybe it looks better with an axe… 0:12:13.320,0:12:14.900 ...wow, not really! 0:12:14.914,0:12:17.191 I mean, the swing itself[br]is more clear, 0:12:17.216,0:12:18.990 but something about the[br]perspective makes it 0:12:19.015,0:12:21.866 feel like it almost[br]isn't reaching the enemy. 0:12:21.891,0:12:25.736 Why DOES every one of these attacks[br]seems to be aimed at the crotch, anyway? 0:12:25.761,0:12:28.700 I’m not saying it’s not effective,[br]it’s just… 0:12:28.700,0:12:30.241 ...like, right? 0:12:30.266,0:12:33.436 Listen, I love Dark Souls II,[br]like, a LOT. 0:12:33.461,0:12:37.801 But yeah, this parry/riposte[br]combo is a pretty major downgrade. 0:12:37.826,0:12:41.839 And that’s the thing, it’s not like there[br]aren’t ways to improve upon the original! 0:12:41.864,0:12:45.200 Which makes the Dark Souls III version[br]of the parry and riposte 0:12:45.200,0:12:46.814 even MORE baffling. 0:12:46.839,0:12:49.462 So Dark Souls III brought a[br]lot of the player character 0:12:49.487,0:12:52.573 animations back to the way they[br]looked and felt in the original, 0:12:52.598,0:12:55.860 so this parry and riposte are probably[br]gonna looking pretty familiar. 0:12:55.885,0:12:58.013 And there are a couple[br]of improvements here. 0:12:58.038,0:13:01.228 That little masculine-to-feminine[br]idle blend? Fixed! 0:13:01.253,0:13:04.164 And the posing on this parry is even more clear! 0:13:04.189,0:13:07.680 Just look at the snappy extension on that[br]arm as the shield comes around. 0:13:07.680,0:13:08.767 WhaBAM. 0:13:08.792,0:13:12.675 But the weird thing to me is that[br]all of the rest of the polish 0:13:12.700,0:13:16.141 problems that existed in the[br]original are STILL IN HERE. 0:13:16.166,0:13:18.640 That hitch in the stab animation? 0:13:18.640,0:13:19.529 Still there! 0:13:19.554,0:13:24.084 In fact, now there’s a even NEW hitch in[br]the upper torso at the start of the parry. 0:13:24.109,0:13:25.671 How did that get in there? 0:13:25.696,0:13:28.327 And not only that,[br]but the enemy character is back to 0:13:28.352,0:13:31.134 standing straight up in[br]anticipation of the riposte, 0:13:31.159,0:13:32.950 just waiting for it to land. 0:13:32.975,0:13:36.005 It’s like the enemy just suddenly[br]forgot you were fighting. 0:13:36.030,0:13:38.366 I don’t know what they’re going for here. 0:13:38.391,0:13:41.263 Especially because they’ve[br]gotten this right before! 0:13:41.280,0:13:43.960 Look at the riposte[br]reaction in Demon’s Souls! 0:13:45.320,0:13:49.760 You see how they hang in that parried state[br]right up until the counterattack lands? 0:13:49.780,0:13:53.109 Sure, they look a little disoriented[br]from having their attack deflected, 0:13:53.134,0:13:57.355 but they do still feel like they’re[br]engaged in the fight you’re having. 0:13:57.380,0:13:59.850 And they nailed this[br]recently with Sekiro too! 0:13:59.875,0:14:04.220 The enemy looks staggered and off balance[br]right up until the deathblow connects. 0:14:04.245,0:14:07.386 The reason this works for me is[br]because it feels like the attack 0:14:07.411,0:14:10.081 is catching them before they[br]even have a chance to react. 0:14:10.106,0:14:14.390 Whereas this looks like the character[br]IS reacting to your incoming attack, 0:14:14.415,0:14:17.486 just in a really bizarre, passive way. 0:14:17.511,0:14:19.581 Okay, to be a little[br]more charitable about it, 0:14:19.606,0:14:21.916 I’m guessing the reason they[br]brought this back is 0:14:21.941,0:14:26.287 either because they really wanted the[br]animation to feel familiar to long-time fans, 0:14:26.312,0:14:28.051 which ...ok.[br]Fair enough. I get it. 0:14:28.076,0:14:31.263 OR because they just decided[br]to re-use the old animation 0:14:31.288,0:14:33.300 and save that time for other things. 0:14:33.300,0:14:36.288 And… fine, I get that too. Dang it. 0:14:36.313,0:14:39.027 Well, at least the axe[br]riposte looks cool... 0:14:39.052,0:14:41.900 Hang on, is that a crotch shot again? 0:14:41.900,0:14:44.149 DARK SOULS. ARE YOU ALRIGHT? 0:14:44.174,0:14:45.233 You know, going into this, 0:14:45.258,0:14:48.613 I just assumed that Dark Souls III[br]was going to take an easy win here, 0:14:48.638,0:14:51.827 but looking at all these together?[br]Yeah, I’m giving it to Dark Souls 1. 0:14:51.872,0:14:54.585 Because that original animation[br]was good enough for Dark 0:14:54.610,0:14:57.916 Souls III to borrow it without[br]adding any polish on top. 0:14:57.941,0:15:03.672 And with that, I've just spent fifteen[br]minutes proving to you once and for all that, 0:15:03.697,0:15:04.380 uh…. 0:15:04.380,0:15:06.480 ...Dark Souls is good. 0:15:06.880,0:15:07.540 You’re welcome. 0:15:07.566,0:15:09.158 Anyway, I think that’ll do it. 0:15:09.183,0:15:12.220 This animation topic was requested[br]Dennis Bingham 0:15:12.220,0:15:13.085 (thank you, Dennis!) 0:15:13.110,0:15:16.273 and voted for by New Frame[br]Plus’s Patreon supporters. 0:15:16.298,0:15:18.769 If you’d like to take[br]part in future topic votes 0:15:18.794,0:15:20.955 or request an animation[br]for me to analyze, 0:15:20.980,0:15:25.095 consider supporting the show on Patreon[br]like all of these top notch individuals. 0:15:25.120,0:15:26.940 Look at ‘em! So great. 0:15:26.965,0:15:30.460 Anyway thanks for watching,[br]and I will see you next time! 0:15:30.485,0:15:40.619 [music]