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