[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.44,0:00:03.04,Default,,0000,0000,0000,,Hello,\Nand welcome to New Frame Plus. Dialogue: 0,0:00:03.06,0:00:05.76,Default,,0000,0000,0000,,Every now and then,\NI like to pick just a single animation Dialogue: 0,0:00:05.79,0:00:07.86,Default,,0000,0000,0000,,from a game\Nand really dig into it. Dialogue: 0,0:00:07.88,0:00:12.81,Default,,0000,0000,0000,,And, by patron request, today’s subject\Nis the parry & riposte in Dark Souls. Dialogue: 0,0:00:12.84,0:00:17.08,Default,,0000,0000,0000,,But I say why stop at just one!\NDark Souls didn’t, and neither shall we. Dialogue: 0,0:00:17.10,0:00:20.61,Default,,0000,0000,0000,,Let’s look at the parry & riposte\Nin all three Dark Souls games Dialogue: 0,0:00:20.64,0:00:22.66,Default,,0000,0000,0000,,and see which\None is animated the best. Dialogue: 0,0:00:22.69,0:00:26.10,Default,,0000,0000,0000,,Pop a humanity everybody,\Nwe are going on a JOURNEY. Dialogue: 0,0:00:26.12,0:00:29.39,Default,,0000,0000,0000,,Alright, first up: Dark Souls.\NLet’s give this thing a look ... Dialogue: 0,0:00:29.41,0:00:32.62,Default,,0000,0000,0000,,So, for the initial parry,\Nthe character takes a wide stance Dialogue: 0,0:00:32.65,0:00:34.81,Default,,0000,0000,0000,,and swats the enemy weapon away. Dialogue: 0,0:00:34.84,0:00:38.11,Default,,0000,0000,0000,,From there, they will either transition\Nback to their idle animation Dialogue: 0,0:00:38.13,0:00:40.76,Default,,0000,0000,0000,,or the player can choose to\Nfollow up with a counterattack, Dialogue: 0,0:00:40.79,0:00:42.66,Default,,0000,0000,0000,,which varies by weapon type. Dialogue: 0,0:00:42.68,0:00:45.63,Default,,0000,0000,0000,,Now the parry is actually my\Nfavorite part of the whole thing. Dialogue: 0,0:00:45.65,0:00:48.36,Default,,0000,0000,0000,,I love how exaggerated\Nthis shield swipe is. Dialogue: 0,0:00:48.38,0:00:51.00,Default,,0000,0000,0000,,She’s not just carefully\Ndeflecting the attack, Dialogue: 0,0:00:51.02,0:00:54.32,Default,,0000,0000,0000,,she is swatting that sword\Naway like GET OUTTA HERE. Dialogue: 0,0:00:54.35,0:00:57.16,Default,,0000,0000,0000,,There is a real sense of\Npower behind this parry, Dialogue: 0,0:00:57.18,0:00:59.64,Default,,0000,0000,0000,,and a big part of that\Nis the weight behind it. Dialogue: 0,0:00:59.67,0:01:00.73,Default,,0000,0000,0000,,Watch her hips: Dialogue: 0,0:01:00.76,0:01:03.95,Default,,0000,0000,0000,,You see how her center of gravity\Ndrops down and to the left Dialogue: 0,0:01:03.98,0:01:06.68,Default,,0000,0000,0000,,just before twisting to\Nhelp whip the shield around? Dialogue: 0,0:01:06.70,0:01:09.52,Default,,0000,0000,0000,,She’s throwing her whole\Nbody into that parry. Dialogue: 0,0:01:09.54,0:01:14.02,Default,,0000,0000,0000,,Now, realistically, I would wager that throwing\Nyour shield out to the side like that Dialogue: 0,0:01:14.05,0:01:17.41,Default,,0000,0000,0000,,is probably not an ideal\Ndefensive parrying technique, Dialogue: 0,0:01:17.43,0:01:19.58,Default,,0000,0000,0000,,but I’m not an expert\Nin swordsmanship. Dialogue: 0,0:01:19.60,0:01:21.07,Default,,0000,0000,0000,,And also, I don’t care! Dialogue: 0,0:01:21.09,0:01:22.81,Default,,0000,0000,0000,,In the context of a video game, Dialogue: 0,0:01:22.84,0:01:26.91,Default,,0000,0000,0000,,clarity is FAR more important\Nthan realism 99% of the time, Dialogue: 0,0:01:26.93,0:01:30.49,Default,,0000,0000,0000,,and the exaggeration on this\Nshield swipe is very clear. Dialogue: 0,0:01:30.52,0:01:33.54,Default,,0000,0000,0000,,And a lot of that clarity is\Nalso thanks to the posing. Dialogue: 0,0:01:33.57,0:01:36.34,Default,,0000,0000,0000,,Look at the silhouette on\Nthis succession of poses… Dialogue: 0,0:01:36.37,0:01:39.64,Default,,0000,0000,0000,,The anticipation pose brings\Nthe shield way out to her right Dialogue: 0,0:01:39.66,0:01:42.37,Default,,0000,0000,0000,,(making sure it’s clear of\Nher body so we can see it), Dialogue: 0,0:01:42.40,0:01:44.87,Default,,0000,0000,0000,,then she whips it all the\Nway across to her left side Dialogue: 0,0:01:44.90,0:01:47.79,Default,,0000,0000,0000,,(again, clear of her body to\Nmaintain a nice silhouette), Dialogue: 0,0:01:47.82,0:01:50.87,Default,,0000,0000,0000,,and then the weight of the thing\Nbrings it down for the recovery… Dialogue: 0,0:01:50.90,0:01:55.16,Default,,0000,0000,0000,,even in the heat of combat,\Nall of those poses are super clear. Dialogue: 0,0:01:55.18,0:01:58.59,Default,,0000,0000,0000,,Now, the enemy’s reaction to\Nbeing parried is interesting… Dialogue: 0,0:01:58.62,0:02:00.64,Default,,0000,0000,0000,,Compared to the\Nferocity of the parry, Dialogue: 0,0:02:00.66,0:02:03.98,Default,,0000,0000,0000,,the enemy’s animation feels\Nkinda soft and swimmy. Dialogue: 0,0:02:04.01,0:02:08.16,Default,,0000,0000,0000,,I mean, Dark Souls animation trends\Npretty slow compared to most games anyway, Dialogue: 0,0:02:08.18,0:02:10.62,Default,,0000,0000,0000,,but this almost feels\Nlike slow motion. Dialogue: 0,0:02:10.64,0:02:13.68,Default,,0000,0000,0000,,Maybe the original\Nanimation played back faster, Dialogue: 0,0:02:13.71,0:02:16.00,Default,,0000,0000,0000,,but when they started\Nfine-tuning the combat, Dialogue: 0,0:02:16.03,0:02:19.08,Default,,0000,0000,0000,,they decided that the enemy needed\Nto be vulnerable for more time, Dialogue: 0,0:02:19.10,0:02:21.54,Default,,0000,0000,0000,,so they just slowed the\Nanimation down a little. Dialogue: 0,0:02:21.56,0:02:24.41,Default,,0000,0000,0000,,Or maybe this was an\Naesthetically intentional choice Dialogue: 0,0:02:24.44,0:02:28.07,Default,,0000,0000,0000,,to help the player more quickly\Nrecognize the enemy’s vulnerability. Dialogue: 0,0:02:28.09,0:02:30.07,Default,,0000,0000,0000,,See, at first I was kinda\Nwishing that there was Dialogue: 0,0:02:30.10,0:02:32.10,Default,,0000,0000,0000,,a little more sharpness\Nto the start of this, Dialogue: 0,0:02:32.12,0:02:36.71,Default,,0000,0000,0000,,like more of a harsh bounce off of your\Nshield to match the intensity of your parry, Dialogue: 0,0:02:36.74,0:02:41.15,Default,,0000,0000,0000,,but then I remembered that that’s what\Nhappens when you just do a regular block. Dialogue: 0,0:02:41.18,0:02:43.53,Default,,0000,0000,0000,,You see how much\Nsharper that bounce is? Dialogue: 0,0:02:43.56,0:02:46.44,Default,,0000,0000,0000,,Maybe the softness here\Nwas designed to feel Dialogue: 0,0:02:46.47,0:02:48.85,Default,,0000,0000,0000,,tangibly different than\Na regular blocked hit, Dialogue: 0,0:02:48.88,0:02:52.26,Default,,0000,0000,0000,,to make the riposte vulnerability\Nmore immediately apparent. Dialogue: 0,0:02:52.29,0:02:54.58,Default,,0000,0000,0000,,Weird as it feels,\NI do have to admit that - Dialogue: 0,0:02:54.60,0:02:56.58,Default,,0000,0000,0000,,especially when combined\Nwith the sound effect - Dialogue: 0,0:02:56.60,0:03:00.54,Default,,0000,0000,0000,,it is IMMEDIATELY clear to the\Nplayer that that parry was successful. Dialogue: 0,0:03:00.57,0:03:02.73,Default,,0000,0000,0000,,Now, if the player\Nchooses to riposte here, Dialogue: 0,0:03:02.75,0:03:05.50,Default,,0000,0000,0000,,you’ll see the enemy’s\Nposition change instantly, Dialogue: 0,0:03:05.53,0:03:08.54,Default,,0000,0000,0000,,snapping to a spot right in\Nfront of the player character. Dialogue: 0,0:03:08.56,0:03:12.01,Default,,0000,0000,0000,,This warping happens because the\Nriposte animation in Dark Souls Dialogue: 0,0:03:12.04,0:03:15.15,Default,,0000,0000,0000,,is what many of us call\Na “synced animation”. Dialogue: 0,0:03:15.17,0:03:17.80,Default,,0000,0000,0000,,See, when you need two\Ndifferent characters in a game Dialogue: 0,0:03:17.83,0:03:20.82,Default,,0000,0000,0000,,to physically interact\Nin some complex way, Dialogue: 0,0:03:20.85,0:03:23.50,Default,,0000,0000,0000,,sometimes that interaction\Nis only going to look right Dialogue: 0,0:03:23.52,0:03:28.28,Default,,0000,0000,0000,,if both characters are playing their\Nrespective animations at the exact same time Dialogue: 0,0:03:28.30,0:03:32.03,Default,,0000,0000,0000,,and in the correct position and\Norientation relative to each other. Dialogue: 0,0:03:32.05,0:03:35.34,Default,,0000,0000,0000,,Like, if this ogre is going to\Ndo a grab move on Wolf here, Dialogue: 0,0:03:35.36,0:03:39.49,Default,,0000,0000,0000,,then it’s only going to look right if his\Narms are actually wrapped around Wolf, Dialogue: 0,0:03:39.51,0:03:43.47,Default,,0000,0000,0000,,which means that the two characters need\Nto be in the correct relative positions. Dialogue: 0,0:03:43.50,0:03:46.05,Default,,0000,0000,0000,,And if they AREN’T, well,\Nthen you gotta force it. Dialogue: 0,0:03:46.08,0:03:47.74,Default,,0000,0000,0000,,Because for game-play purposes, Dialogue: 0,0:03:47.76,0:03:50.99,Default,,0000,0000,0000,,you don’t want to make the player\Nhave to stand in the EXACT Dialogue: 0,0:03:51.02,0:03:55.66,Default,,0000,0000,0000,,pixel-perfect correct spot in front of the\Nenemy for that riposte animation to work. Dialogue: 0,0:03:55.68,0:03:57.38,Default,,0000,0000,0000,,That would be super annoying. Dialogue: 0,0:03:57.40,0:04:01.49,Default,,0000,0000,0000,,So instead, if the enemy is vulnerable\Nand the player hits the riposte button Dialogue: 0,0:04:01.51,0:04:05.42,Default,,0000,0000,0000,,while standing in GENERALLY the\Ncorrect position and orientation, Dialogue: 0,0:04:05.44,0:04:09.40,Default,,0000,0000,0000,,both characters will warp and reorient\Nthemselves however is necessary Dialogue: 0,0:04:09.43,0:04:12.04,Default,,0000,0000,0000,,for that counterattack\Nanimation to play properly. Dialogue: 0,0:04:12.07,0:04:15.25,Default,,0000,0000,0000,,It may look a little janky when you\Nslow it down, but it’s worth it. Dialogue: 0,0:04:15.28,0:04:16.94,Default,,0000,0000,0000,,So anyway: the riposte. Dialogue: 0,0:04:16.97,0:04:19.26,Default,,0000,0000,0000,,Once both characters\Nare position correctly, Dialogue: 0,0:04:19.28,0:04:21.76,Default,,0000,0000,0000,,your character will wind up\Nwith their weapon of choice, Dialogue: 0,0:04:21.78,0:04:25.01,Default,,0000,0000,0000,,but the enemy fighter does\Nsomething kind of... weird. Dialogue: 0,0:04:25.04,0:04:28.34,Default,,0000,0000,0000,,They will transition from their\Nvulnerable parried animation Dialogue: 0,0:04:28.37,0:04:32.29,Default,,0000,0000,0000,,into this really neutral idle\Npose, which I don’t love. Dialogue: 0,0:04:32.32,0:04:36.04,Default,,0000,0000,0000,,It’s as if they’re intentionally\Nlining themselves up to take the hit, Dialogue: 0,0:04:36.07,0:04:38.39,Default,,0000,0000,0000,,like they’re an amateur\Nstunt person or something. Dialogue: 0,0:04:38.42,0:04:42.58,Default,,0000,0000,0000,,And, like, I get wanting to put them in a\Nposition where the deathblow is gonna look good, Dialogue: 0,0:04:42.61,0:04:45.28,Default,,0000,0000,0000,,and standing straight up\Nand unguarded like this Dialogue: 0,0:04:45.31,0:04:48.50,Default,,0000,0000,0000,,does certainly makes them look super\Nvulnerable to what’s about to hit them, Dialogue: 0,0:04:48.52,0:04:51.25,Default,,0000,0000,0000,,but this just makes it look like\Nthey’re coordinating with you. Dialogue: 0,0:04:51.27,0:04:53.48,Default,,0000,0000,0000,,Like: “Oh,\Nyou intend to riposte? Dialogue: 0,0:04:53.50,0:04:57.15,Default,,0000,0000,0000,,Capital! Here, let me get myself\Nall situated... there we are. Dialogue: 0,0:04:57.17,0:04:59.46,Default,,0000,0000,0000,,Alright! OOF. Dialogue: 0,0:04:59.46,0:05:00.100,Default,,0000,0000,0000,,Very good, sirrrr….” Dialogue: 0,0:05:01.02,0:05:04.80,Default,,0000,0000,0000,,I think this would look way better if\Nthe moment before the riposte hit showed Dialogue: 0,0:05:04.82,0:05:07.06,Default,,0000,0000,0000,,the enemy trying to\Ndefend themselves, Dialogue: 0,0:05:07.09,0:05:11.38,Default,,0000,0000,0000,,like they see the riposte coming and they are\Nmaking a futile attempt to recover in time. Dialogue: 0,0:05:11.41,0:05:13.45,Default,,0000,0000,0000,,Or maybe they could\Nsee the attack coming Dialogue: 0,0:05:13.47,0:05:15.94,Default,,0000,0000,0000,,and visibly recognize\Nthat they are screwed, Dialogue: 0,0:05:15.97,0:05:17.24,Default,,0000,0000,0000,,like a Punch-Out fighter. Dialogue: 0,0:05:17.26,0:05:21.11,Default,,0000,0000,0000,,Those guys wiff an attack and you can\Nsee it almost immediately in their eyes: Dialogue: 0,0:05:21.13,0:05:24.38,Default,,0000,0000,0000,,the realization that they\Nare in very big trouble. Dialogue: 0,0:05:24.40,0:05:25.45,Default,,0000,0000,0000,,Something like that. Dialogue: 0,0:05:25.48,0:05:28.85,Default,,0000,0000,0000,,Or just keep them feeling off balance\Nuntil the attack lands, whatever. Dialogue: 0,0:05:28.88,0:05:30.12,Default,,0000,0000,0000,,Anything but THIS. Dialogue: 0,0:05:30.14,0:05:32.36,Default,,0000,0000,0000,,It is a nitpick, but still. Dialogue: 0,0:05:32.39,0:05:34.74,Default,,0000,0000,0000,,Anyway,\Non to the deathblow itself. Dialogue: 0,0:05:34.77,0:05:37.30,Default,,0000,0000,0000,,The stab connects,\Nthe particle effects fly, Dialogue: 0,0:05:37.33,0:05:41.11,Default,,0000,0000,0000,,the camera does this great little zoom\Nand shake to emphasize the moment, Dialogue: 0,0:05:41.13,0:05:43.84,Default,,0000,0000,0000,,and the drawn out finish\Nwhere the enemy drops and Dialogue: 0,0:05:43.87,0:05:46.25,Default,,0000,0000,0000,,you kick them off of\Nyour sword looks awesome. Dialogue: 0,0:05:46.28,0:05:49.01,Default,,0000,0000,0000,,This is what a good synced\Nanimation can get you. Dialogue: 0,0:05:49.03,0:05:53.59,Default,,0000,0000,0000,,That said, you may have noticed that there’s a\Nlittle bit of jank to that stab animation. Dialogue: 0,0:05:53.62,0:05:55.20,Default,,0000,0000,0000,,Watch the sword hand... Dialogue: 0,0:05:56.04,0:05:57.46,Default,,0000,0000,0000,,You see that little hitch? Dialogue: 0,0:05:57.48,0:06:00.24,Default,,0000,0000,0000,,It’s even more noticeable if\Nyou track the tip of the sword… Dialogue: 0,0:06:00.26,0:06:03.47,Default,,0000,0000,0000,,Now I’m not saying that these arcs have\Nto be perfectly smooth or anything, Dialogue: 0,0:06:03.49,0:06:05.79,Default,,0000,0000,0000,,but this little hitch\Nin the stabbing motion Dialogue: 0,0:06:05.81,0:06:08.37,Default,,0000,0000,0000,,really saps the move\Nof some of its force. Dialogue: 0,0:06:08.40,0:06:13.22,Default,,0000,0000,0000,,It’s not as noticeable when played back\Nat speed, but you definitely FEEL it. Dialogue: 0,0:06:14.16,0:06:16.52,Default,,0000,0000,0000,,And when I look at the stab\Nanimation more closely, Dialogue: 0,0:06:16.55,0:06:20.13,Default,,0000,0000,0000,,I’m actually not feeling a lot of\Nimpact from the animation itself. Dialogue: 0,0:06:20.16,0:06:22.28,Default,,0000,0000,0000,,At least,\Nnot as much as there could be. Dialogue: 0,0:06:22.30,0:06:25.96,Default,,0000,0000,0000,,It feels a little bit like the\Ncharacter's carefully placing the sword Dialogue: 0,0:06:25.98,0:06:28.52,Default,,0000,0000,0000,,in the right position and the\Ncamera and the particle effects Dialogue: 0,0:06:28.50,0:06:31.61,Default,,0000,0000,0000,,are doing all this work to\Nmake the attack feel powerful. Dialogue: 0,0:06:31.64,0:06:33.38,Default,,0000,0000,0000,,You can really see this\Nwhen the character is Dialogue: 0,0:06:33.40,0:06:36.14,Default,,0000,0000,0000,,holding an extra long\Nweapon like this one. Dialogue: 0,0:06:37.32,0:06:39.08,Default,,0000,0000,0000,,You see how soft that feels? Dialogue: 0,0:06:39.11,0:06:42.65,Default,,0000,0000,0000,,It does still work,\Nbut I think it would feel a lot punchier Dialogue: 0,0:06:42.68,0:06:45.53,Default,,0000,0000,0000,,if the animation was\Ncontributing more to the impact. Dialogue: 0,0:06:45.56,0:06:48.23,Default,,0000,0000,0000,,Speaking of different weapons,\Nthough, like I said before, Dialogue: 0,0:06:48.26,0:06:50.97,Default,,0000,0000,0000,,there are a few different\Nversions of the riposte animation Dialogue: 0,0:06:50.100,0:06:53.35,Default,,0000,0000,0000,,for the different categories\Nof weapons in the game, Dialogue: 0,0:06:53.38,0:06:56.66,Default,,0000,0000,0000,,but as you play, you’re quickly going\Nto notice that the riposte animations Dialogue: 0,0:06:56.69,0:07:00.16,Default,,0000,0000,0000,,they use for some of these\Nweapons seem... a little mismatched. Dialogue: 0,0:07:00.18,0:07:03.51,Default,,0000,0000,0000,,At the end of the day,\Nthere are a LOT of weapons in Dark Souls Dialogue: 0,0:07:03.54,0:07:05.85,Default,,0000,0000,0000,,and only a handful of\Nriposte animations. Dialogue: 0,0:07:05.88,0:07:09.80,Default,,0000,0000,0000,,So you are occasionally going to\Nsee some very silly-looking stabs. Dialogue: 0,0:07:09.82,0:07:11.70,Default,,0000,0000,0000,,But I’m not super\Nbothered about this one, Dialogue: 0,0:07:11.73,0:07:16.31,Default,,0000,0000,0000,,because if your two options are to either\Nhave some silly-looking ripostes in the game Dialogue: 0,0:07:16.33,0:07:20.45,Default,,0000,0000,0000,,OR significantly reduce the number of\Nweapons just to avoid that problem, Dialogue: 0,0:07:20.48,0:07:22.00,Default,,0000,0000,0000,,I’ll take the silly ripostes. Dialogue: 0,0:07:22.03,0:07:25.63,Default,,0000,0000,0000,,This game kinda needs those\Nlittle dashes of levity anyway. Dialogue: 0,0:07:25.66,0:07:28.01,Default,,0000,0000,0000,,Last point (and this\None’s pretty small, but) Dialogue: 0,0:07:28.04,0:07:31.62,Default,,0000,0000,0000,,look at the player character as\Nshe settles back into her idle. Dialogue: 0,0:07:32.50,0:07:35.50,Default,,0000,0000,0000,,You notice that little\Nlast-second twist on her limbs? Dialogue: 0,0:07:35.53,0:07:39.18,Default,,0000,0000,0000,,I believe that this is a quick\Nblend from the male’s idle pose Dialogue: 0,0:07:39.20,0:07:41.42,Default,,0000,0000,0000,,to their female version\Nof that animation. Dialogue: 0,0:07:41.44,0:07:45.94,Default,,0000,0000,0000,,As best I can tell, both masculine and\Nfeminine player characters in Dark Souls Dialogue: 0,0:07:45.97,0:07:49.23,Default,,0000,0000,0000,,are animated using the same\Nanimation rig and skeleton. Dialogue: 0,0:07:49.26,0:07:51.89,Default,,0000,0000,0000,,As you can see here,\Nthe two characters have been designed Dialogue: 0,0:07:51.91,0:07:54.22,Default,,0000,0000,0000,,to not have different\Nskeletal proportions. Dialogue: 0,0:07:54.25,0:07:56.69,Default,,0000,0000,0000,,Their limbs and such\Nare all the same length. Dialogue: 0,0:07:56.72,0:07:59.43,Default,,0000,0000,0000,,And this would likely be done\Nbecause they didn’t want to have Dialogue: 0,0:07:59.46,0:08:02.80,Default,,0000,0000,0000,,to make two versions of every\Nanimation, which is reasonable. Dialogue: 0,0:08:02.83,0:08:05.12,Default,,0000,0000,0000,,If everyone’s animated\Non the same skeleton, Dialogue: 0,0:08:05.14,0:08:08.31,Default,,0000,0000,0000,,then they can all pull from\Nthe same library of animations. Dialogue: 0,0:08:08.34,0:08:12.75,Default,,0000,0000,0000,,But the animators did create a slightly\Ndifferent idle stance for feminine characters, Dialogue: 0,0:08:12.77,0:08:14.60,Default,,0000,0000,0000,,just to make them feel just\Na little different. Dialogue: 0,0:08:14.62,0:08:17.63,Default,,0000,0000,0000,,And the problem appears to be\Nthat all of the animations are Dialogue: 0,0:08:17.65,0:08:21.16,Default,,0000,0000,0000,,designed to transition back into\Nthe standard idle animation, Dialogue: 0,0:08:21.18,0:08:23.22,Default,,0000,0000,0000,,not the feminine\Nvariant they made. Dialogue: 0,0:08:23.25,0:08:28.46,Default,,0000,0000,0000,,And so, as she finishes the riposte, we see\Nher step back into the default pose first, Dialogue: 0,0:08:28.49,0:08:31.95,Default,,0000,0000,0000,,then quickly shift into the fem\None that she is meant to be using. Dialogue: 0,0:08:31.98,0:08:35.28,Default,,0000,0000,0000,,It’s another tiny polish thing.\NNot that huge a deal. Dialogue: 0,0:08:35.31,0:08:39.41,Default,,0000,0000,0000,,Theoretically, this could be fixed by\Nhaving that blend start much sooner Dialogue: 0,0:08:39.44,0:08:42.66,Default,,0000,0000,0000,,(like maybe here) so that by\Nthe time she hits this pose, Dialogue: 0,0:08:42.69,0:08:44.98,Default,,0000,0000,0000,,she’s already in the\Ncorrect idle stance. Dialogue: 0,0:08:45.00,0:08:48.88,Default,,0000,0000,0000,,But maybe there’s some technical reason that\Nwasn’t possible for them, I don’t know. Dialogue: 0,0:08:48.90,0:08:52.09,Default,,0000,0000,0000,,Alternatively, if they had some more\Nroom in their animation schedule, Dialogue: 0,0:08:52.14,0:08:55.26,Default,,0000,0000,0000,,an even better fix would be to\Ncreate some custom transitions Dialogue: 0,0:08:55.28,0:08:59.33,Default,,0000,0000,0000,,so that fem characters could transition\Ndirectly back into their own idle Dialogue: 0,0:08:59.35,0:09:01.59,Default,,0000,0000,0000,,instead of going to\Nthe masculine one first. Dialogue: 0,0:09:01.61,0:09:04.97,Default,,0000,0000,0000,,But I’m guessing this was considered\Na pretty low-priority problem, Dialogue: 0,0:09:04.100,0:09:09.27,Default,,0000,0000,0000,,so they just opted to accept that\Nminor bit of jank and move on. Dialogue: 0,0:09:09.30,0:09:13.31,Default,,0000,0000,0000,,I would argue that just not having a different\Nidle stance for the female characters Dialogue: 0,0:09:13.34,0:09:16.68,Default,,0000,0000,0000,,would be the preferable fix in\Nthis case but, alright. Fair enough. Dialogue: 0,0:09:16.71,0:09:19.46,Default,,0000,0000,0000,,Overall, though, I would say this\Nanimation is pretty successful. Dialogue: 0,0:09:19.49,0:09:21.25,Default,,0000,0000,0000,,Slightly lacking\Nin polish maybe, Dialogue: 0,0:09:21.27,0:09:24.54,Default,,0000,0000,0000,,but that’s pretty par for the\Ncourse for Dark Souls 1 animation, Dialogue: 0,0:09:24.57,0:09:28.09,Default,,0000,0000,0000,,What matters is that it feels great\Nin the moment, the clarity is good... Dialogue: 0,0:09:28.12,0:09:30.04,Default,,0000,0000,0000,,Solid 4 out of 5 stars. Dialogue: 0,0:09:30.06,0:09:33.61,Default,,0000,0000,0000,,But let’s move on to the\Nsequel: Dark Souls II... Dialogue: 0,0:09:33.64,0:09:37.58,Default,,0000,0000,0000,,The entire structure of the\Nparry and riposte here is very different. Dialogue: 0,0:09:37.60,0:09:40.67,Default,,0000,0000,0000,,Parry the enemy’s attack and now\Nthey will fall on their butt. Dialogue: 0,0:09:40.70,0:09:44.66,Default,,0000,0000,0000,,And from there, after a slight delay\Nyou can follow up with the riposte. Dialogue: 0,0:09:44.69,0:09:46.29,Default,,0000,0000,0000,,First let’s talk\Nabout the good things: Dialogue: 0,0:09:46.31,0:09:49.71,Default,,0000,0000,0000,,that weird blend back into the\Nfeminine idle pose at the end? Dialogue: 0,0:09:49.74,0:09:51.03,Default,,0000,0000,0000,,That is now fixed. Dialogue: 0,0:09:51.06,0:09:55.25,Default,,0000,0000,0000,,It appears that both masculine and feminine\Ncharacters use the same idle pose here, Dialogue: 0,0:09:55.28,0:09:57.38,Default,,0000,0000,0000,,so problem just kinda\Nsorted itself out. Dialogue: 0,0:09:57.38,0:09:58.50,Default,,0000,0000,0000,,Hooray! Dialogue: 0,0:09:58.53,0:10:01.04,Default,,0000,0000,0000,,And that concludes my segment\Nabout the good things. Dialogue: 0,0:10:01.07,0:10:02.57,Default,,0000,0000,0000,,I hope you enjoyed it. NOW... Dialogue: 0,0:10:02.60,0:10:07.59,Default,,0000,0000,0000,,Let’s start with the parry. It is SIMILAR\Nto the original, but the posing is weaker. Dialogue: 0,0:10:07.61,0:10:09.92,Default,,0000,0000,0000,,She’s not hitting that\Nwide stance anymore, Dialogue: 0,0:10:09.95,0:10:13.23,Default,,0000,0000,0000,,which was a big part of what made\Nthe original parry look so powerful. Dialogue: 0,0:10:13.26,0:10:15.18,Default,,0000,0000,0000,,And look at how\Nthe movement ends. Dialogue: 0,0:10:15.20,0:10:18.75,Default,,0000,0000,0000,,You see the way she brings the shield\Neven further around on the swing, Dialogue: 0,0:10:18.77,0:10:20.48,Default,,0000,0000,0000,,all the way behind her body? Dialogue: 0,0:10:20.50,0:10:23.91,Default,,0000,0000,0000,,Now on the one hand, it DOES make\Nfor a wider arc on that swing, Dialogue: 0,0:10:23.93,0:10:26.90,Default,,0000,0000,0000,,which could suggest more\Npower behind it, right? Dialogue: 0,0:10:26.93,0:10:29.64,Default,,0000,0000,0000,,But that’s coming at\Nthe cost of clarity. Dialogue: 0,0:10:29.67,0:10:31.77,Default,,0000,0000,0000,,Look at the silhouette\Nhere at the end. Dialogue: 0,0:10:31.79,0:10:34.33,Default,,0000,0000,0000,,Now compare that to the\Nposing in the original. Dialogue: 0,0:10:34.35,0:10:36.21,Default,,0000,0000,0000,,See how much more\Nclear that looks? Dialogue: 0,0:10:36.24,0:10:38.81,Default,,0000,0000,0000,,You NEED that clarity\Nin Souls combat. Dialogue: 0,0:10:38.84,0:10:41.05,Default,,0000,0000,0000,,And I would argue that\Nthe enemy’s reaction to Dialogue: 0,0:10:41.08,0:10:43.75,Default,,0000,0000,0000,,being parried is a\Npretty big downgrade too. Dialogue: 0,0:10:43.78,0:10:45.41,Default,,0000,0000,0000,,The original might have felt soft, Dialogue: 0,0:10:45.44,0:10:49.90,Default,,0000,0000,0000,,but seeing the enemy’s weapon get slapped\Naway by that shield felt pretty great Dialogue: 0,0:10:49.93,0:10:53.77,Default,,0000,0000,0000,,AND it clearly conveyed that, hey,\Nyou deflected that incoming attack. Dialogue: 0,0:10:53.79,0:10:54.54,Default,,0000,0000,0000,,Good for you. Dialogue: 0,0:10:54.56,0:10:58.70,Default,,0000,0000,0000,,Here, the parry reaction seems to\Nignore the attack deflection entirely. Dialogue: 0,0:10:58.72,0:11:03.24,Default,,0000,0000,0000,,Instead, they react like your parry is more\Nof a shield bash smashing them in the face. Dialogue: 0,0:11:03.27,0:11:05.36,Default,,0000,0000,0000,,Which... ok, that’s kinda fun too. Dialogue: 0,0:11:05.39,0:11:10.44,Default,,0000,0000,0000,,But in the heat of combat, I would argue it’s\Njust slightly less clear as a reaction. Dialogue: 0,0:11:10.47,0:11:12.62,Default,,0000,0000,0000,,I’m definitely\Nnitpicking at this point, Dialogue: 0,0:11:12.65,0:11:16.12,Default,,0000,0000,0000,,but those tiny clarity\Nissues can pile up fast. Dialogue: 0,0:11:16.16,0:11:18.18,Default,,0000,0000,0000,,Then the guy just sits\Nthere, dazed, which Dialogue: 0,0:11:18.20,0:11:20.31,Default,,0000,0000,0000,,is kinda more goofy-\Nlooking than anything. Dialogue: 0,0:11:20.33,0:11:24.08,Default,,0000,0000,0000,,It’s like: oof, your parry just gave\Nthis hollow a LOT to think about… Dialogue: 0,0:11:24.11,0:11:28.63,Default,,0000,0000,0000,,And you have to wait for his fall animation\Nto finish before you can do your riposte. Dialogue: 0,0:11:28.65,0:11:31.17,Default,,0000,0000,0000,,Hit the button too early\Nand you’ll just attack, Dialogue: 0,0:11:31.19,0:11:33.79,Default,,0000,0000,0000,,completely losing your\Nriposte opportunity. Dialogue: 0,0:11:33.82,0:11:35.70,Default,,0000,0000,0000,,WHICH FEELS REAL FINICKY. Dialogue: 0,0:11:35.70,0:11:37.00,Default,,0000,0000,0000,,AND BAD. Dialogue: 0,0:11:37.03,0:11:39.90,Default,,0000,0000,0000,,And the riposte itself\Nis also not great! Dialogue: 0,0:11:39.93,0:11:42.88,Default,,0000,0000,0000,,The characters warp into position\Nfor the synced animation. Dialogue: 0,0:11:42.90,0:11:44.01,Default,,0000,0000,0000,,Then comes the attack Dialogue: 0,0:11:44.03,0:11:48.08,Default,,0000,0000,0000,,which, to their credit, doesn’t have\Nthose noticeable hitches that the original had. Dialogue: 0,0:11:48.10,0:11:51.57,Default,,0000,0000,0000,,But the clarity on this\Nstabbing attack is baaaaaaad. Dialogue: 0,0:11:51.59,0:11:56.77,Default,,0000,0000,0000,,Your weapon making contact with the opponent\Nis completely obscured by your character. Dialogue: 0,0:11:56.80,0:11:59.25,Default,,0000,0000,0000,,The camera still does\Nit’s zoom (which is great) Dialogue: 0,0:11:59.28,0:12:01.96,Default,,0000,0000,0000,,but what is there to\Nzoom and emphasize here? Dialogue: 0,0:12:01.98,0:12:03.66,Default,,0000,0000,0000,,you can’t see what happened! Dialogue: 0,0:12:03.68,0:12:08.88,Default,,0000,0000,0000,,In terms of both silhouette and\Nclarity, this riposte is Very Bad. Dialogue: 0,0:12:09.64,0:12:11.74,Default,,0000,0000,0000,,Maybe it looks better with an axe… Dialogue: 0,0:12:13.32,0:12:14.90,Default,,0000,0000,0000,,...wow, not really! Dialogue: 0,0:12:14.91,0:12:17.19,Default,,0000,0000,0000,,I mean, the swing itself\Nis more clear, Dialogue: 0,0:12:17.22,0:12:18.99,Default,,0000,0000,0000,,but something about the\Nperspective makes it Dialogue: 0,0:12:19.02,0:12:21.87,Default,,0000,0000,0000,,feel like it almost\Nisn't reaching the enemy. Dialogue: 0,0:12:21.89,0:12:25.74,Default,,0000,0000,0000,,Why DOES every one of these attacks\Nseems to be aimed at the crotch, anyway? Dialogue: 0,0:12:25.76,0:12:28.70,Default,,0000,0000,0000,,I’m not saying it’s not effective,\Nit’s just… Dialogue: 0,0:12:28.70,0:12:30.24,Default,,0000,0000,0000,,...like, right? Dialogue: 0,0:12:30.27,0:12:33.44,Default,,0000,0000,0000,,Listen, I love Dark Souls II,\Nlike, a LOT. Dialogue: 0,0:12:33.46,0:12:37.80,Default,,0000,0000,0000,,But yeah, this parry/riposte\Ncombo is a pretty major downgrade. Dialogue: 0,0:12:37.83,0:12:41.84,Default,,0000,0000,0000,,And that’s the thing, it’s not like there\Naren’t ways to improve upon the original! Dialogue: 0,0:12:41.86,0:12:45.20,Default,,0000,0000,0000,,Which makes the Dark Souls III version\Nof the parry and riposte Dialogue: 0,0:12:45.20,0:12:46.81,Default,,0000,0000,0000,,even MORE baffling. Dialogue: 0,0:12:46.84,0:12:49.46,Default,,0000,0000,0000,,So Dark Souls III brought a\Nlot of the player character Dialogue: 0,0:12:49.49,0:12:52.57,Default,,0000,0000,0000,,animations back to the way they\Nlooked and felt in the original, Dialogue: 0,0:12:52.60,0:12:55.86,Default,,0000,0000,0000,,so this parry and riposte are probably\Ngonna looking pretty familiar. Dialogue: 0,0:12:55.88,0:12:58.01,Default,,0000,0000,0000,,And there are a couple\Nof improvements here. Dialogue: 0,0:12:58.04,0:13:01.23,Default,,0000,0000,0000,,That little masculine-to-feminine\Nidle blend? Fixed! Dialogue: 0,0:13:01.25,0:13:04.16,Default,,0000,0000,0000,,And the posing on this parry is even more clear! Dialogue: 0,0:13:04.19,0:13:07.68,Default,,0000,0000,0000,,Just look at the snappy extension on that\Narm as the shield comes around. Dialogue: 0,0:13:07.68,0:13:08.77,Default,,0000,0000,0000,,WhaBAM. Dialogue: 0,0:13:08.79,0:13:12.68,Default,,0000,0000,0000,,But the weird thing to me is that\Nall of the rest of the polish Dialogue: 0,0:13:12.70,0:13:16.14,Default,,0000,0000,0000,,problems that existed in the\Noriginal are STILL IN HERE. Dialogue: 0,0:13:16.17,0:13:18.64,Default,,0000,0000,0000,,That hitch in the stab animation? Dialogue: 0,0:13:18.64,0:13:19.53,Default,,0000,0000,0000,,Still there! Dialogue: 0,0:13:19.55,0:13:24.08,Default,,0000,0000,0000,,In fact, now there’s a even NEW hitch in\Nthe upper torso at the start of the parry. Dialogue: 0,0:13:24.11,0:13:25.67,Default,,0000,0000,0000,,How did that get in there? Dialogue: 0,0:13:25.70,0:13:28.33,Default,,0000,0000,0000,,And not only that,\Nbut the enemy character is back to Dialogue: 0,0:13:28.35,0:13:31.13,Default,,0000,0000,0000,,standing straight up in\Nanticipation of the riposte, Dialogue: 0,0:13:31.16,0:13:32.95,Default,,0000,0000,0000,,just waiting for it to land. Dialogue: 0,0:13:32.98,0:13:36.00,Default,,0000,0000,0000,,It’s like the enemy just suddenly\Nforgot you were fighting. Dialogue: 0,0:13:36.03,0:13:38.37,Default,,0000,0000,0000,,I don’t know what they’re going for here. Dialogue: 0,0:13:38.39,0:13:41.26,Default,,0000,0000,0000,,Especially because they’ve\Ngotten this right before! Dialogue: 0,0:13:41.28,0:13:43.96,Default,,0000,0000,0000,,Look at the riposte\Nreaction in Demon’s Souls! Dialogue: 0,0:13:45.32,0:13:49.76,Default,,0000,0000,0000,,You see how they hang in that parried state\Nright up until the counterattack lands? Dialogue: 0,0:13:49.78,0:13:53.11,Default,,0000,0000,0000,,Sure, they look a little disoriented\Nfrom having their attack deflected, Dialogue: 0,0:13:53.13,0:13:57.36,Default,,0000,0000,0000,,but they do still feel like they’re\Nengaged in the fight you’re having. Dialogue: 0,0:13:57.38,0:13:59.85,Default,,0000,0000,0000,,And they nailed this\Nrecently with Sekiro too! Dialogue: 0,0:13:59.88,0:14:04.22,Default,,0000,0000,0000,,The enemy looks staggered and off balance\Nright up until the deathblow connects. Dialogue: 0,0:14:04.24,0:14:07.39,Default,,0000,0000,0000,,The reason this works for me is\Nbecause it feels like the attack Dialogue: 0,0:14:07.41,0:14:10.08,Default,,0000,0000,0000,,is catching them before they\Neven have a chance to react. Dialogue: 0,0:14:10.11,0:14:14.39,Default,,0000,0000,0000,,Whereas this looks like the character\NIS reacting to your incoming attack, Dialogue: 0,0:14:14.42,0:14:17.49,Default,,0000,0000,0000,,just in a really bizarre, passive way. Dialogue: 0,0:14:17.51,0:14:19.58,Default,,0000,0000,0000,,Okay, to be a little\Nmore charitable about it, Dialogue: 0,0:14:19.61,0:14:21.92,Default,,0000,0000,0000,,I’m guessing the reason they\Nbrought this back is Dialogue: 0,0:14:21.94,0:14:26.29,Default,,0000,0000,0000,,either because they really wanted the\Nanimation to feel familiar to long-time fans, Dialogue: 0,0:14:26.31,0:14:28.05,Default,,0000,0000,0000,,which ...ok.\NFair enough. I get it. Dialogue: 0,0:14:28.08,0:14:31.26,Default,,0000,0000,0000,,OR because they just decided\Nto re-use the old animation Dialogue: 0,0:14:31.29,0:14:33.30,Default,,0000,0000,0000,,and save that time for other things. Dialogue: 0,0:14:33.30,0:14:36.29,Default,,0000,0000,0000,,And… fine, I get that too. Dang it. Dialogue: 0,0:14:36.31,0:14:39.03,Default,,0000,0000,0000,,Well, at least the axe\Nriposte looks cool... Dialogue: 0,0:14:39.05,0:14:41.90,Default,,0000,0000,0000,,Hang on, is that a crotch shot again? Dialogue: 0,0:14:41.90,0:14:44.15,Default,,0000,0000,0000,,DARK SOULS. ARE YOU ALRIGHT? Dialogue: 0,0:14:44.17,0:14:45.23,Default,,0000,0000,0000,,You know, going into this, Dialogue: 0,0:14:45.26,0:14:48.61,Default,,0000,0000,0000,,I just assumed that Dark Souls III\Nwas going to take an easy win here, Dialogue: 0,0:14:48.64,0:14:51.83,Default,,0000,0000,0000,,but looking at all these together?\NYeah, I’m giving it to Dark Souls 1. Dialogue: 0,0:14:51.87,0:14:54.58,Default,,0000,0000,0000,,Because that original animation\Nwas good enough for Dark Dialogue: 0,0:14:54.61,0:14:57.92,Default,,0000,0000,0000,,Souls III to borrow it without\Nadding any polish on top. Dialogue: 0,0:14:57.94,0:15:03.67,Default,,0000,0000,0000,,And with that, I've just spent fifteen\Nminutes proving to you once and for all that, Dialogue: 0,0:15:03.70,0:15:04.38,Default,,0000,0000,0000,,uh…. Dialogue: 0,0:15:04.38,0:15:06.48,Default,,0000,0000,0000,,...Dark Souls is good. Dialogue: 0,0:15:06.88,0:15:07.54,Default,,0000,0000,0000,,You’re welcome. Dialogue: 0,0:15:07.57,0:15:09.16,Default,,0000,0000,0000,,Anyway, I think that’ll do it. Dialogue: 0,0:15:09.18,0:15:12.22,Default,,0000,0000,0000,,This animation topic was requested\NDennis Bingham Dialogue: 0,0:15:12.22,0:15:13.08,Default,,0000,0000,0000,,(thank you, Dennis!) Dialogue: 0,0:15:13.11,0:15:16.27,Default,,0000,0000,0000,,and voted for by New Frame\NPlus’s Patreon supporters. Dialogue: 0,0:15:16.30,0:15:18.77,Default,,0000,0000,0000,,If you’d like to take\Npart in future topic votes Dialogue: 0,0:15:18.79,0:15:20.96,Default,,0000,0000,0000,,or request an animation\Nfor me to analyze, Dialogue: 0,0:15:20.98,0:15:25.10,Default,,0000,0000,0000,,consider supporting the show on Patreon\Nlike all of these top notch individuals. Dialogue: 0,0:15:25.12,0:15:26.94,Default,,0000,0000,0000,,Look at ‘em! So great. Dialogue: 0,0:15:26.96,0:15:30.46,Default,,0000,0000,0000,,Anyway thanks for watching,\Nand I will see you next time! Dialogue: 0,0:15:30.48,0:15:40.62,Default,,0000,0000,0000,,[music]