1 00:00:00,440 --> 00:00:03,040 Hello, and welcome to New Frame Plus. 2 00:00:03,060 --> 00:00:05,765 Every now and then, I like to pick just a single animation 3 00:00:05,790 --> 00:00:07,857 from a game and really dig into it. 4 00:00:07,882 --> 00:00:12,813 And, by patron request, today’s subject is the parry & riposte in Dark Souls. 5 00:00:12,838 --> 00:00:17,079 But I say why stop at just one! Dark Souls didn’t, and neither shall we. 6 00:00:17,104 --> 00:00:20,614 Let’s look at the parry & riposte in all three Dark Souls games 7 00:00:20,639 --> 00:00:22,663 and see which one is animated the best. 8 00:00:22,688 --> 00:00:26,097 Pop a humanity everybody, we are going on a JOURNEY. 9 00:00:26,122 --> 00:00:29,386 Alright, first up: Dark Souls. Let’s give this thing a look ... 10 00:00:29,411 --> 00:00:32,623 So, for the initial parry, the character takes a wide stance 11 00:00:32,648 --> 00:00:34,812 and swats the enemy weapon away. 12 00:00:34,837 --> 00:00:38,106 From there, they will either transition back to their idle animation 13 00:00:38,131 --> 00:00:40,765 or the player can choose to follow up with a counterattack, 14 00:00:40,790 --> 00:00:42,657 which varies by weapon type. 15 00:00:42,682 --> 00:00:45,626 Now the parry is actually my favorite part of the whole thing. 16 00:00:45,651 --> 00:00:48,355 I love how exaggerated this shield swipe is. 17 00:00:48,380 --> 00:00:51,000 She’s not just carefully deflecting the attack, 18 00:00:51,025 --> 00:00:54,323 she is swatting that sword away like GET OUTTA HERE. 19 00:00:54,348 --> 00:00:57,160 There is a real sense of power behind this parry, 20 00:00:57,185 --> 00:00:59,645 and a big part of that is the weight behind it. 21 00:00:59,670 --> 00:01:00,732 Watch her hips: 22 00:01:00,757 --> 00:01:03,951 You see how her center of gravity drops down and to the left 23 00:01:03,976 --> 00:01:06,677 just before twisting to help whip the shield around? 24 00:01:06,702 --> 00:01:09,519 She’s throwing her whole body into that parry. 25 00:01:09,544 --> 00:01:14,023 Now, realistically, I would wager that throwing your shield out to the side like that 26 00:01:14,048 --> 00:01:17,406 is probably not an ideal defensive parrying technique, 27 00:01:17,431 --> 00:01:19,579 but I’m not an expert in swordsmanship. 28 00:01:19,604 --> 00:01:21,067 And also, I don’t care! 29 00:01:21,092 --> 00:01:22,813 In the context of a video game, 30 00:01:22,838 --> 00:01:26,907 clarity is FAR more important than realism 99% of the time, 31 00:01:26,932 --> 00:01:30,490 and the exaggeration on this shield swipe is very clear. 32 00:01:30,515 --> 00:01:33,545 And a lot of that clarity is also thanks to the posing. 33 00:01:33,570 --> 00:01:36,343 Look at the silhouette on this succession of poses… 34 00:01:36,368 --> 00:01:39,636 The anticipation pose brings the shield way out to her right 35 00:01:39,661 --> 00:01:42,374 (making sure it’s clear of her body so we can see it), 36 00:01:42,399 --> 00:01:44,874 then she whips it all the way across to her left side 37 00:01:44,899 --> 00:01:47,791 (again, clear of her body to maintain a nice silhouette), 38 00:01:47,816 --> 00:01:50,874 and then the weight of the thing brings it down for the recovery… 39 00:01:50,899 --> 00:01:55,160 even in the heat of combat, all of those poses are super clear. 40 00:01:55,185 --> 00:01:58,593 Now, the enemy’s reaction to being parried is interesting… 41 00:01:58,618 --> 00:02:00,636 Compared to the ferocity of the parry, 42 00:02:00,661 --> 00:02:03,984 the enemy’s animation feels kinda soft and swimmy. 43 00:02:04,009 --> 00:02:08,156 I mean, Dark Souls animation trends pretty slow compared to most games anyway, 44 00:02:08,181 --> 00:02:10,616 but this almost feels like slow motion. 45 00:02:10,641 --> 00:02:13,683 Maybe the original animation played back faster, 46 00:02:13,708 --> 00:02:16,002 but when they started fine-tuning the combat, 47 00:02:16,027 --> 00:02:19,078 they decided that the enemy needed to be vulnerable for more time, 48 00:02:19,103 --> 00:02:21,538 so they just slowed the animation down a little. 49 00:02:21,563 --> 00:02:24,413 Or maybe this was an aesthetically intentional choice 50 00:02:24,438 --> 00:02:28,066 to help the player more quickly recognize the enemy’s vulnerability. 51 00:02:28,091 --> 00:02:30,070 See, at first I was kinda wishing that there was 52 00:02:30,095 --> 00:02:32,099 a little more sharpness to the start of this, 53 00:02:32,124 --> 00:02:36,711 like more of a harsh bounce off of your shield to match the intensity of your parry, 54 00:02:36,736 --> 00:02:41,152 but then I remembered that that’s what happens when you just do a regular block. 55 00:02:41,177 --> 00:02:43,533 You see how much sharper that bounce is? 56 00:02:43,558 --> 00:02:46,444 Maybe the softness here was designed to feel 57 00:02:46,469 --> 00:02:48,850 tangibly different than a regular blocked hit, 58 00:02:48,876 --> 00:02:52,262 to make the riposte vulnerability more immediately apparent. 59 00:02:52,287 --> 00:02:54,577 Weird as it feels, I do have to admit that - 60 00:02:54,602 --> 00:02:56,579 especially when combined with the sound effect - 61 00:02:56,604 --> 00:03:00,544 it is IMMEDIATELY clear to the player that that parry was successful. 62 00:03:00,569 --> 00:03:02,727 Now, if the player chooses to riposte here, 63 00:03:02,752 --> 00:03:05,502 you’ll see the enemy’s position change instantly, 64 00:03:05,527 --> 00:03:08,540 snapping to a spot right in front of the player character. 65 00:03:08,565 --> 00:03:12,012 This warping happens because the riposte animation in Dark Souls 66 00:03:12,037 --> 00:03:15,147 is what many of us call a “synced animation”. 67 00:03:15,172 --> 00:03:17,803 See, when you need two different characters in a game 68 00:03:17,828 --> 00:03:20,823 to physically interact in some complex way, 69 00:03:20,848 --> 00:03:23,497 sometimes that interaction is only going to look right 70 00:03:23,522 --> 00:03:28,279 if both characters are playing their respective animations at the exact same time 71 00:03:28,304 --> 00:03:32,029 and in the correct position and orientation relative to each other. 72 00:03:32,054 --> 00:03:35,339 Like, if this ogre is going to do a grab move on Wolf here, 73 00:03:35,364 --> 00:03:39,486 then it’s only going to look right if his arms are actually wrapped around Wolf, 74 00:03:39,511 --> 00:03:43,474 which means that the two characters need to be in the correct relative positions. 75 00:03:43,499 --> 00:03:46,054 And if they AREN’T, well, then you gotta force it. 76 00:03:46,079 --> 00:03:47,740 Because for game-play purposes, 77 00:03:47,765 --> 00:03:50,994 you don’t want to make the player have to stand in the EXACT 78 00:03:51,019 --> 00:03:55,656 pixel-perfect correct spot in front of the enemy for that riposte animation to work. 79 00:03:55,681 --> 00:03:57,379 That would be super annoying. 80 00:03:57,404 --> 00:04:01,486 So instead, if the enemy is vulnerable and the player hits the riposte button 81 00:04:01,511 --> 00:04:05,415 while standing in GENERALLY the correct position and orientation, 82 00:04:05,440 --> 00:04:09,403 both characters will warp and reorient themselves however is necessary 83 00:04:09,428 --> 00:04:12,042 for that counterattack animation to play properly. 84 00:04:12,067 --> 00:04:15,251 It may look a little janky when you slow it down, but it’s worth it. 85 00:04:15,276 --> 00:04:16,942 So anyway: the riposte. 86 00:04:16,967 --> 00:04:19,257 Once both characters are position correctly, 87 00:04:19,282 --> 00:04:21,757 your character will wind up with their weapon of choice, 88 00:04:21,782 --> 00:04:25,011 but the enemy fighter does something kind of... weird. 89 00:04:25,036 --> 00:04:28,345 They will transition from their vulnerable parried animation 90 00:04:28,370 --> 00:04:32,293 into this really neutral idle pose, which I don’t love. 91 00:04:32,318 --> 00:04:36,043 It’s as if they’re intentionally lining themselves up to take the hit, 92 00:04:36,068 --> 00:04:38,390 like they’re an amateur stunt person or something. 93 00:04:38,415 --> 00:04:42,583 And, like, I get wanting to put them in a position where the deathblow is gonna look good, 94 00:04:42,608 --> 00:04:45,281 and standing straight up and unguarded like this 95 00:04:45,306 --> 00:04:48,496 does certainly makes them look super vulnerable to what’s about to hit them, 96 00:04:48,521 --> 00:04:51,247 but this just makes it look like they’re coordinating with you. 97 00:04:51,272 --> 00:04:53,476 Like: “Oh, you intend to riposte? 98 00:04:53,501 --> 00:04:57,146 Capital! Here, let me get myself all situated... there we are. 99 00:04:57,171 --> 00:04:59,460 Alright! OOF. 100 00:04:59,460 --> 00:05:00,996 Very good, sirrrr….” 101 00:05:01,021 --> 00:05:04,795 I think this would look way better if the moment before the riposte hit showed 102 00:05:04,820 --> 00:05:07,062 the enemy trying to defend themselves, 103 00:05:07,087 --> 00:05:11,382 like they see the riposte coming and they are making a futile attempt to recover in time. 104 00:05:11,407 --> 00:05:13,446 Or maybe they could see the attack coming 105 00:05:13,471 --> 00:05:15,941 and visibly recognize that they are screwed, 106 00:05:15,966 --> 00:05:17,239 like a Punch-Out fighter. 107 00:05:17,264 --> 00:05:21,108 Those guys wiff an attack and you can see it almost immediately in their eyes: 108 00:05:21,133 --> 00:05:24,378 the realization that they are in very big trouble. 109 00:05:24,403 --> 00:05:25,450 Something like that. 110 00:05:25,475 --> 00:05:28,851 Or just keep them feeling off balance until the attack lands, whatever. 111 00:05:28,876 --> 00:05:30,120 Anything but THIS. 112 00:05:30,145 --> 00:05:32,363 It is a nitpick, but still. 113 00:05:32,388 --> 00:05:34,743 Anyway, on to the deathblow itself. 114 00:05:34,768 --> 00:05:37,303 The stab connects, the particle effects fly, 115 00:05:37,328 --> 00:05:41,106 the camera does this great little zoom and shake to emphasize the moment, 116 00:05:41,131 --> 00:05:43,844 and the drawn out finish where the enemy drops and 117 00:05:43,869 --> 00:05:46,251 you kick them off of your sword looks awesome. 118 00:05:46,276 --> 00:05:49,009 This is what a good synced animation can get you. 119 00:05:49,034 --> 00:05:53,593 That said, you may have noticed that there’s a little bit of jank to that stab animation. 120 00:05:53,620 --> 00:05:55,200 Watch the sword hand... 121 00:05:56,040 --> 00:05:57,460 You see that little hitch? 122 00:05:57,480 --> 00:06:00,240 It’s even more noticeable if you track the tip of the sword… 123 00:06:00,265 --> 00:06:03,467 Now I’m not saying that these arcs have to be perfectly smooth or anything, 124 00:06:03,492 --> 00:06:05,788 but this little hitch in the stabbing motion 125 00:06:05,813 --> 00:06:08,368 really saps the move of some of its force. 126 00:06:08,400 --> 00:06:13,220 It’s not as noticeable when played back at speed, but you definitely FEEL it. 127 00:06:14,160 --> 00:06:16,520 And when I look at the stab animation more closely, 128 00:06:16,547 --> 00:06:20,134 I’m actually not feeling a lot of impact from the animation itself. 129 00:06:20,159 --> 00:06:22,276 At least, not as much as there could be. 130 00:06:22,301 --> 00:06:25,958 It feels a little bit like the character's carefully placing the sword 131 00:06:25,983 --> 00:06:28,517 in the right position and the camera and the particle effects 132 00:06:28,503 --> 00:06:31,612 are doing all this work to make the attack feel powerful. 133 00:06:31,637 --> 00:06:33,378 You can really see this when the character is 134 00:06:33,400 --> 00:06:36,140 holding an extra long weapon like this one. 135 00:06:37,320 --> 00:06:39,080 You see how soft that feels? 136 00:06:39,110 --> 00:06:42,653 It does still work, but I think it would feel a lot punchier 137 00:06:42,678 --> 00:06:45,533 if the animation was contributing more to the impact. 138 00:06:45,558 --> 00:06:48,232 Speaking of different weapons, though, like I said before, 139 00:06:48,257 --> 00:06:50,970 there are a few different versions of the riposte animation 140 00:06:50,995 --> 00:06:53,351 for the different categories of weapons in the game, 141 00:06:53,376 --> 00:06:56,664 but as you play, you’re quickly going to notice that the riposte animations 142 00:06:56,689 --> 00:07:00,157 they use for some of these weapons seem... a little mismatched. 143 00:07:00,182 --> 00:07:03,510 At the end of the day, there are a LOT of weapons in Dark Souls 144 00:07:03,535 --> 00:07:05,851 and only a handful of riposte animations. 145 00:07:05,876 --> 00:07:09,800 So you are occasionally going to see some very silly-looking stabs. 146 00:07:09,825 --> 00:07:11,704 But I’m not super bothered about this one, 147 00:07:11,729 --> 00:07:16,308 because if your two options are to either have some silly-looking ripostes in the game 148 00:07:16,333 --> 00:07:20,454 OR significantly reduce the number of weapons just to avoid that problem, 149 00:07:20,479 --> 00:07:22,001 I’ll take the silly ripostes. 150 00:07:22,026 --> 00:07:25,632 This game kinda needs those little dashes of levity anyway. 151 00:07:25,657 --> 00:07:28,013 Last point (and this one’s pretty small, but) 152 00:07:28,040 --> 00:07:31,620 look at the player character as she settles back into her idle. 153 00:07:32,500 --> 00:07:35,500 You notice that little last-second twist on her limbs? 154 00:07:35,530 --> 00:07:39,176 I believe that this is a quick blend from the male’s idle pose 155 00:07:39,201 --> 00:07:41,418 to their female version of that animation. 156 00:07:41,443 --> 00:07:45,942 As best I can tell, both masculine and feminine player characters in Dark Souls 157 00:07:45,967 --> 00:07:49,234 are animated using the same animation rig and skeleton. 158 00:07:49,259 --> 00:07:51,888 As you can see here, the two characters have been designed 159 00:07:51,913 --> 00:07:54,225 to not have different skeletal proportions. 160 00:07:54,250 --> 00:07:56,694 Their limbs and such are all the same length. 161 00:07:56,719 --> 00:07:59,432 And this would likely be done because they didn’t want to have 162 00:07:59,457 --> 00:08:02,805 to make two versions of every animation, which is reasonable. 163 00:08:02,830 --> 00:08:05,120 If everyone’s animated on the same skeleton, 164 00:08:05,145 --> 00:08:08,314 then they can all pull from the same library of animations. 165 00:08:08,339 --> 00:08:12,747 But the animators did create a slightly different idle stance for feminine characters, 166 00:08:12,772 --> 00:08:14,597 just to make them feel just a little different. 167 00:08:14,622 --> 00:08:17,628 And the problem appears to be that all of the animations are 168 00:08:17,653 --> 00:08:21,160 designed to transition back into the standard idle animation, 169 00:08:21,185 --> 00:08:23,223 not the feminine variant they made. 170 00:08:23,248 --> 00:08:28,461 And so, as she finishes the riposte, we see her step back into the default pose first, 171 00:08:28,486 --> 00:08:31,950 then quickly shift into the fem one that she is meant to be using. 172 00:08:31,975 --> 00:08:35,283 It’s another tiny polish thing. Not that huge a deal. 173 00:08:35,308 --> 00:08:39,410 Theoretically, this could be fixed by having that blend start much sooner 174 00:08:39,435 --> 00:08:42,665 (like maybe here) so that by the time she hits this pose, 175 00:08:42,690 --> 00:08:44,980 she’s already in the correct idle stance. 176 00:08:45,005 --> 00:08:48,877 But maybe there’s some technical reason that wasn’t possible for them, I don’t know. 177 00:08:48,902 --> 00:08:52,091 Alternatively, if they had some more room in their animation schedule, 178 00:08:52,136 --> 00:08:55,259 an even better fix would be to create some custom transitions 179 00:08:55,284 --> 00:08:59,327 so that fem characters could transition directly back into their own idle 180 00:08:59,352 --> 00:09:01,589 instead of going to the masculine one first. 181 00:09:01,614 --> 00:09:04,972 But I’m guessing this was considered a pretty low-priority problem, 182 00:09:04,997 --> 00:09:09,271 so they just opted to accept that minor bit of jank and move on. 183 00:09:09,296 --> 00:09:13,311 I would argue that just not having a different idle stance for the female characters 184 00:09:13,336 --> 00:09:16,684 would be the preferable fix in this case but, alright. Fair enough. 185 00:09:16,709 --> 00:09:19,462 Overall, though, I would say this animation is pretty successful. 186 00:09:19,487 --> 00:09:21,248 Slightly lacking in polish maybe, 187 00:09:21,273 --> 00:09:24,541 but that’s pretty par for the course for Dark Souls 1 animation, 188 00:09:24,566 --> 00:09:28,092 What matters is that it feels great in the moment, the clarity is good... 189 00:09:28,117 --> 00:09:30,040 Solid 4 out of 5 stars. 190 00:09:30,065 --> 00:09:33,610 But let’s move on to the sequel: Dark Souls II... 191 00:09:33,635 --> 00:09:37,579 The entire structure of the parry and riposte here is very different. 192 00:09:37,604 --> 00:09:40,672 Parry the enemy’s attack and now they will fall on their butt. 193 00:09:40,697 --> 00:09:44,662 And from there, after a slight delay you can follow up with the riposte. 194 00:09:44,687 --> 00:09:46,289 First let’s talk about the good things: 195 00:09:46,314 --> 00:09:49,711 that weird blend back into the feminine idle pose at the end? 196 00:09:49,736 --> 00:09:51,032 That is now fixed. 197 00:09:51,057 --> 00:09:55,250 It appears that both masculine and feminine characters use the same idle pose here, 198 00:09:55,275 --> 00:09:57,380 so problem just kinda sorted itself out. 199 00:09:57,380 --> 00:09:58,504 Hooray! 200 00:09:58,529 --> 00:10:01,041 And that concludes my segment about the good things. 201 00:10:01,066 --> 00:10:02,571 I hope you enjoyed it. NOW... 202 00:10:02,596 --> 00:10:07,586 Let’s start with the parry. It is SIMILAR to the original, but the posing is weaker. 203 00:10:07,611 --> 00:10:09,923 She’s not hitting that wide stance anymore, 204 00:10:09,948 --> 00:10:13,233 which was a big part of what made the original parry look so powerful. 205 00:10:13,258 --> 00:10:15,178 And look at how the movement ends. 206 00:10:15,203 --> 00:10:18,749 You see the way she brings the shield even further around on the swing, 207 00:10:18,774 --> 00:10:20,475 all the way behind her body? 208 00:10:20,500 --> 00:10:23,908 Now on the one hand, it DOES make for a wider arc on that swing, 209 00:10:23,933 --> 00:10:26,904 which could suggest more power behind it, right? 210 00:10:26,929 --> 00:10:29,644 But that’s coming at the cost of clarity. 211 00:10:29,669 --> 00:10:31,767 Look at the silhouette here at the end. 212 00:10:31,792 --> 00:10:34,326 Now compare that to the posing in the original. 213 00:10:34,351 --> 00:10:36,212 See how much more clear that looks? 214 00:10:36,237 --> 00:10:38,810 You NEED that clarity in Souls combat. 215 00:10:38,835 --> 00:10:41,053 And I would argue that the enemy’s reaction to 216 00:10:41,078 --> 00:10:43,753 being parried is a pretty big downgrade too. 217 00:10:43,778 --> 00:10:45,414 The original might have felt soft, 218 00:10:45,439 --> 00:10:49,902 but seeing the enemy’s weapon get slapped away by that shield felt pretty great 219 00:10:49,927 --> 00:10:53,767 AND it clearly conveyed that, hey, you deflected that incoming attack. 220 00:10:53,792 --> 00:10:54,538 Good for you. 221 00:10:54,563 --> 00:10:58,695 Here, the parry reaction seems to ignore the attack deflection entirely. 222 00:10:58,720 --> 00:11:03,242 Instead, they react like your parry is more of a shield bash smashing them in the face. 223 00:11:03,267 --> 00:11:05,362 Which... ok, that’s kinda fun too. 224 00:11:05,387 --> 00:11:10,441 But in the heat of combat, I would argue it’s just slightly less clear as a reaction. 225 00:11:10,466 --> 00:11:12,624 I’m definitely nitpicking at this point, 226 00:11:12,649 --> 00:11:16,116 but those tiny clarity issues can pile up fast. 227 00:11:16,161 --> 00:11:18,176 Then the guy just sits there, dazed, which 228 00:11:18,201 --> 00:11:20,309 is kinda more goofy- looking than anything. 229 00:11:20,334 --> 00:11:24,085 It’s like: oof, your parry just gave this hollow a LOT to think about… 230 00:11:24,110 --> 00:11:28,628 And you have to wait for his fall animation to finish before you can do your riposte. 231 00:11:28,653 --> 00:11:31,168 Hit the button too early and you’ll just attack, 232 00:11:31,193 --> 00:11:33,790 completely losing your riposte opportunity. 233 00:11:33,815 --> 00:11:35,700 WHICH FEELS REAL FINICKY. 234 00:11:35,700 --> 00:11:37,004 AND BAD. 235 00:11:37,029 --> 00:11:39,901 And the riposte itself is also not great! 236 00:11:39,926 --> 00:11:42,877 The characters warp into position for the synced animation. 237 00:11:42,902 --> 00:11:44,009 Then comes the attack 238 00:11:44,034 --> 00:11:48,076 which, to their credit, doesn’t have those noticeable hitches that the original had. 239 00:11:48,101 --> 00:11:51,568 But the clarity on this stabbing attack is baaaaaaad. 240 00:11:51,593 --> 00:11:56,774 Your weapon making contact with the opponent is completely obscured by your character. 241 00:11:56,799 --> 00:11:59,250 The camera still does it’s zoom (which is great) 242 00:11:59,275 --> 00:12:01,957 but what is there to zoom and emphasize here? 243 00:12:01,982 --> 00:12:03,659 you can’t see what happened! 244 00:12:03,680 --> 00:12:08,880 In terms of both silhouette and clarity, this riposte is Very Bad. 245 00:12:09,640 --> 00:12:11,740 Maybe it looks better with an axe… 246 00:12:13,320 --> 00:12:14,900 ...wow, not really! 247 00:12:14,914 --> 00:12:17,191 I mean, the swing itself is more clear, 248 00:12:17,216 --> 00:12:18,990 but something about the perspective makes it 249 00:12:19,015 --> 00:12:21,866 feel like it almost isn't reaching the enemy. 250 00:12:21,891 --> 00:12:25,736 Why DOES every one of these attacks seems to be aimed at the crotch, anyway? 251 00:12:25,761 --> 00:12:28,700 I’m not saying it’s not effective, it’s just… 252 00:12:28,700 --> 00:12:30,241 ...like, right? 253 00:12:30,266 --> 00:12:33,436 Listen, I love Dark Souls II, like, a LOT. 254 00:12:33,461 --> 00:12:37,801 But yeah, this parry/riposte combo is a pretty major downgrade. 255 00:12:37,826 --> 00:12:41,839 And that’s the thing, it’s not like there aren’t ways to improve upon the original! 256 00:12:41,864 --> 00:12:45,200 Which makes the Dark Souls III version of the parry and riposte 257 00:12:45,200 --> 00:12:46,814 even MORE baffling. 258 00:12:46,839 --> 00:12:49,462 So Dark Souls III brought a lot of the player character 259 00:12:49,487 --> 00:12:52,573 animations back to the way they looked and felt in the original, 260 00:12:52,598 --> 00:12:55,860 so this parry and riposte are probably gonna looking pretty familiar. 261 00:12:55,885 --> 00:12:58,013 And there are a couple of improvements here. 262 00:12:58,038 --> 00:13:01,228 That little masculine-to-feminine idle blend? Fixed! 263 00:13:01,253 --> 00:13:04,164 And the posing on this parry is even more clear! 264 00:13:04,189 --> 00:13:07,680 Just look at the snappy extension on that arm as the shield comes around. 265 00:13:07,680 --> 00:13:08,767 WhaBAM. 266 00:13:08,792 --> 00:13:12,675 But the weird thing to me is that all of the rest of the polish 267 00:13:12,700 --> 00:13:16,141 problems that existed in the original are STILL IN HERE. 268 00:13:16,166 --> 00:13:18,640 That hitch in the stab animation? 269 00:13:18,640 --> 00:13:19,529 Still there! 270 00:13:19,554 --> 00:13:24,084 In fact, now there’s a even NEW hitch in the upper torso at the start of the parry. 271 00:13:24,109 --> 00:13:25,671 How did that get in there? 272 00:13:25,696 --> 00:13:28,327 And not only that, but the enemy character is back to 273 00:13:28,352 --> 00:13:31,134 standing straight up in anticipation of the riposte, 274 00:13:31,159 --> 00:13:32,950 just waiting for it to land. 275 00:13:32,975 --> 00:13:36,005 It’s like the enemy just suddenly forgot you were fighting. 276 00:13:36,030 --> 00:13:38,366 I don’t know what they’re going for here. 277 00:13:38,391 --> 00:13:41,263 Especially because they’ve gotten this right before! 278 00:13:41,280 --> 00:13:43,960 Look at the riposte reaction in Demon’s Souls! 279 00:13:45,320 --> 00:13:49,760 You see how they hang in that parried state right up until the counterattack lands? 280 00:13:49,780 --> 00:13:53,109 Sure, they look a little disoriented from having their attack deflected, 281 00:13:53,134 --> 00:13:57,355 but they do still feel like they’re engaged in the fight you’re having. 282 00:13:57,380 --> 00:13:59,850 And they nailed this recently with Sekiro too! 283 00:13:59,875 --> 00:14:04,220 The enemy looks staggered and off balance right up until the deathblow connects. 284 00:14:04,245 --> 00:14:07,386 The reason this works for me is because it feels like the attack 285 00:14:07,411 --> 00:14:10,081 is catching them before they even have a chance to react. 286 00:14:10,106 --> 00:14:14,390 Whereas this looks like the character IS reacting to your incoming attack, 287 00:14:14,415 --> 00:14:17,486 just in a really bizarre, passive way. 288 00:14:17,511 --> 00:14:19,581 Okay, to be a little more charitable about it, 289 00:14:19,606 --> 00:14:21,916 I’m guessing the reason they brought this back is 290 00:14:21,941 --> 00:14:26,287 either because they really wanted the animation to feel familiar to long-time fans, 291 00:14:26,312 --> 00:14:28,051 which ...ok. Fair enough. I get it. 292 00:14:28,076 --> 00:14:31,263 OR because they just decided to re-use the old animation 293 00:14:31,288 --> 00:14:33,300 and save that time for other things. 294 00:14:33,300 --> 00:14:36,288 And… fine, I get that too. Dang it. 295 00:14:36,313 --> 00:14:39,027 Well, at least the axe riposte looks cool... 296 00:14:39,052 --> 00:14:41,900 Hang on, is that a crotch shot again? 297 00:14:41,900 --> 00:14:44,149 DARK SOULS. ARE YOU ALRIGHT? 298 00:14:44,174 --> 00:14:45,233 You know, going into this, 299 00:14:45,258 --> 00:14:48,613 I just assumed that Dark Souls III was going to take an easy win here, 300 00:14:48,638 --> 00:14:51,827 but looking at all these together? Yeah, I’m giving it to Dark Souls 1. 301 00:14:51,872 --> 00:14:54,585 Because that original animation was good enough for Dark 302 00:14:54,610 --> 00:14:57,916 Souls III to borrow it without adding any polish on top. 303 00:14:57,941 --> 00:15:03,672 And with that, I've just spent fifteen minutes proving to you once and for all that, 304 00:15:03,697 --> 00:15:04,380 uh…. 305 00:15:04,380 --> 00:15:06,480 ...Dark Souls is good. 306 00:15:06,880 --> 00:15:07,540 You’re welcome. 307 00:15:07,566 --> 00:15:09,158 Anyway, I think that’ll do it. 308 00:15:09,183 --> 00:15:12,220 This animation topic was requested Dennis Bingham 309 00:15:12,220 --> 00:15:13,085 (thank you, Dennis!) 310 00:15:13,110 --> 00:15:16,273 and voted for by New Frame Plus’s Patreon supporters. 311 00:15:16,298 --> 00:15:18,769 If you’d like to take part in future topic votes 312 00:15:18,794 --> 00:15:20,955 or request an animation for me to analyze, 313 00:15:20,980 --> 00:15:25,095 consider supporting the show on Patreon like all of these top notch individuals. 314 00:15:25,120 --> 00:15:26,940 Look at ‘em! So great. 315 00:15:26,965 --> 00:15:30,460 Anyway thanks for watching, and I will see you next time! 316 00:15:30,485 --> 00:15:40,619 [music]