0:00:01.800,0:00:04.800 Can old games have great animation? 0:00:05.400,0:00:06.000 Yes! 0:00:06.000,0:00:06.920 Yes, they can. 0:00:06.920,0:00:09.380 But just for fun, let’s do a quick episode[br]about it anyway. 0:00:09.380,0:00:10.389 Hi, I’m Dan. 0:00:10.389,0:00:12.160 Welcome to New Frame Plus. 0:00:12.160,0:00:15.760 When I made a video critiquing[br]Skyrim’s mining animation last year, 0:00:15.760,0:00:20.060 there was one particular category of reaction in[br]the comments which caught my attention. 0:00:20.060,0:00:24.520 The specific phrasing varied, but the [br]general gist of these responses was: 0:00:29.020,0:00:32.320 Now, on the one hand,[br]there IS some truth to this statement: 0:00:32.320,0:00:36.120 you DO have to consider a game’s context[br]when critiquing its animation. 0:00:36.120,0:00:38.980 You have to factor in the hardware limitations[br]of the era, 0:00:38.980,0:00:42.860 as well as the game’s budget,[br]intended scope and genre. 0:00:42.860,0:00:46.600 Like, it would be ABSURD of me[br]to criticize Super Mario Brothers 0:00:46.600,0:00:49.260 for not looking like a 2019 AAA game. 0:00:49.260,0:00:51.540 Or even a 2019 indie game! 0:00:51.540,0:00:56.020 All that context I mentioned should be [br]factored into any game animation analysis. 0:00:57.080,0:01:01.120 dismissing criticism of Skyrim’s[br]mining animation due to the game’s age 0:01:01.120,0:01:05.280 (or even the age of its engine) is still[br]a bit silly, and for a few reasons. 0:01:05.300,0:01:07.880 1). 2011 wasn’t THAT long ago. 0:01:07.880,0:01:12.420 2). Even if it was, you can learn a lot by[br]analyzing animations in older games. 0:01:12.420,0:01:13.560 And most importantly, 0:01:13.560,0:01:18.360 3). there are plenty of even older[br]games with GREAT animation in them! 0:01:18.360,0:01:21.180 And I don’t expect most of you need convincing of that 0:01:21.180,0:01:23.470 (if anything, I’m probably preaching to the choir) 0:01:23.470,0:01:25.760 but just to prove the point and have a little fun, 0:01:25.760,0:01:28.940 let’s just count backward[br]from the year of Skyrim’s release 0:01:28.940,0:01:32.280 and list off some older games[br]with great animation in them. 0:01:33.680,0:01:38.700 2011 -- you’ve got Uncharted 3, with some[br]absolutely top tier performance capture work. 0:01:39.060,0:01:40.800 Look at the level of polish here! 0:01:40.800,0:01:42.320 Still amazing. 0:01:44.060,0:01:45.960 2010 -- you’ve got Kirby’s Epic Yarn. 0:01:45.960,0:01:49.460 I don’t even 100% understand[br]how this animation was constructed, 0:01:49.460,0:01:53.360 but the style COMPLETELY works[br]and looks like nothing else out there. 0:01:53.360,0:01:54.400 Beautiful. 0:01:54.760,0:01:56.610 2009 -- you've got Punch-Out!! 0:01:56.610,0:01:59.980 Man, I made a whole video on why[br]that game’s animation is amazing. 0:01:59.980,0:02:01.900 That game's almost 10 years old now! 0:02:01.900,0:02:04.300 Looks JUST as good as the day it launched. 0:02:05.600,0:02:07.360 2008 -- Prince of Persia, 0:02:07.360,0:02:09.320 bringing a new level of style and polish to 0:02:09.320,0:02:14.160 the climbing and traversal animation systems[br]Ubisoft Montreal was becoming known for. 0:02:14.920,0:02:16.220 Look at that wall run! 0:02:16.460,0:02:17.840 That looks nice! 0:02:18.980,0:02:22.760 2007 -- Heavenly Sword comes out[br]with some lovely combat animation 0:02:22.760,0:02:27.940 and raises the bar on motion capture performance[br]with some wonderfully over-the-top character acting. 0:02:27.940,0:02:29.160 [Screams.] 0:02:29.160,0:02:31.040 [Also screams.] 0:02:31.040,0:02:32.340 "Kill her." 0:02:32.960,0:02:35.280 2006 -- You got Final Fantasy XII 0:02:35.280,0:02:40.280 bringing a level of character performance and cinematography that series had never seen before. 0:02:43.340,0:02:45.920 2005 -- Shadow of the Colossus! 0:02:45.920,0:02:50.460 That game was a huge achievement, both on[br]a technical level and an aesthetic one. 0:02:50.460,0:02:55.740 Like, not only does the animation of all the colossi[br]convey this massive sense of majestic scale, 0:02:55.740,0:02:59.540 but this is still some of the best-looking[br]horse riding animation in video games. 0:03:00.000,0:03:02.680 2004 -- you got the original Monster Hunter. 0:03:02.680,0:03:06.720 The creature and combat animations in[br]the Monster Hunter series are fantastic, 0:03:06.720,0:03:08.720 and they've ALWAYS been good. 0:03:08.720,0:03:12.140 Like, yeah, the newest titles may have [br]smoothed over some of the rough edges, 0:03:12.140,0:03:15.640 but I bet some of these animations you're[br]seeing on screen right now look a little familiar, 0:03:15.640,0:03:19.400 and that's because they're basically[br]still using a lot of these same animations, 0:03:19.400,0:03:21.340 because they STILL look good! 0:03:21.340,0:03:23.460 15 year old game! 0:03:26.760,0:03:29.260 2003 -- the year of the Wind Waker. 0:03:29.260,0:03:31.080 Pure charm, this animation. 0:03:31.080,0:03:35.800 And the most expressive version of Link[br]we’ve seen before OR SINCE. 0:03:37.480,0:03:39.700 2002 -- you got Kingdom Hearts. 0:03:39.700,0:03:43.040 The sequels would improve on this a lot,[br]but even here in the first one, 0:03:43.040,0:03:47.340 you’ve got some impressive blending between[br]Square’s Final Fantasy animation style 0:03:47.340,0:03:50.240 and Disney’s… Disney animation style. 0:03:50.240,0:03:53.700 Like, Sora’s animation exists in[br]this perfect middle ground 0:03:53.700,0:03:56.360 between 'anime' and 'Mickey Mouse cartoon' 0:03:56.360,0:03:57.960 and I love it. 0:03:59.180,0:04:01.500 2001 -- Metal Gear Solid 2. 0:04:01.500,0:04:03.540 A HUGE leap over its predecessor 0:04:03.540,0:04:07.790 AND one of the best-looking early uses of[br]motion capture animation in games. 0:04:07.790,0:04:10.120 A lot of these cutscenes still look really cool! 0:04:12.340,0:04:14.980 The year 2000 -- Marvel vs Capcom 2 0:04:14.980,0:04:17.400 with some beautiful pixel animation. 0:04:17.400,0:04:19.400 Just look at these poses! 0:04:19.400,0:04:20.960 LOOK AT THEM. 0:04:21.280,0:04:23.560 Every frame of this looks good! 0:04:26.060,0:04:27.120 Speaking of fighting games... 0:04:27.120,0:04:29.880 1999 -- Street Fighter III: 3rd Strike. 0:04:29.880,0:04:33.660 STILL some of the best animation in the[br]entire Street Fighter franchise. 0:04:33.660,0:04:35.700 Maybe still THE best. 0:04:36.520,0:04:39.620 And even before that,[br]1998 -- we’ve got Soul Calibur, 0:04:39.620,0:04:42.300 already in 3D and looking pretty darn good. 0:04:42.300,0:04:46.220 I’m still impressed by the weapon-handling[br]animation in these early entries. 0:04:46.220,0:04:48.360 This game is over 20 years old now! 0:04:52.520,0:04:55.180 1997 -- Castlevania: Symphony of the Night, 0:04:55.180,0:04:57.440 with some more lovely pixel art animation. 0:04:57.440,0:05:02.720 Alucard's run is maybe a little bit floaty-feeling[br]for my tastes, but those sword slashes? 0:05:03.480,0:05:04.280 MMM. 0:05:06.500,0:05:10.460 And yeah, things are starting to look[br]pretty primitive compared to where we are now, 0:05:10.460,0:05:14.860 but you see how many of these games are still[br]managing to showcase some great animation 0:05:14.860,0:05:17.080 even within those limitations? 0:05:17.600,0:05:20.480 Like, 1996 -- Mario 64. 0:05:20.480,0:05:23.180 SUPER primitive 3D animation in this game. 0:05:23.180,0:05:24.180 AND YET 0:05:24.180,0:05:28.200 they got so many things right on this, their first try! 0:05:28.300,0:05:30.840 The way Mario leans into his turns like that? 0:05:30.840,0:05:35.160 The way he briefly curls into a ball on[br]the second rotation of his third jump flip 0:05:35.160,0:05:37.600 before stretching back out again on the descent? 0:05:37.600,0:05:41.760 The way he already looks and feels [br]responsive to control in 3D space. 0:05:41.760,0:05:44.200 Again: on their FIRST TRY? 0:05:44.480,0:05:46.840 That’s a lot better than some[br]other first attempts went! 0:05:47.300,0:05:49.800 1995 -- you got Yoshi’s Island. 0:05:49.800,0:05:55.460 Super simple sprite animation, but the posing[br]and the movement on Yoshi is here is cute! 0:05:56.300,0:05:57.680 The floaty jumps! 0:05:59.220,0:06:01.060 And his little marching in place! 0:06:01.060,0:06:02.240 It looks GOOD. 0:06:04.940,0:06:07.120 1994 -- Darkstalkers. 0:06:07.120,0:06:12.400 I’ve seen people use this game’s sprites to[br]demonstrate the 12 principles of animation before. 0:06:12.400,0:06:16.920 25 year old game, still has[br]fantastic posing and exaggeration. 0:06:19.600,0:06:21.740 1993 -- Capcom’s Aladdin? 0:06:21.740,0:06:22.740 Like LOOK at this. 0:06:22.740,0:06:25.400 They had actual Disney artists working on this stuff. 0:06:27.920,0:06:30.560 1992 - Sonic the Hedgehog 2! 0:06:30.560,0:06:34.100 Early Sonic sprites have SO much personality to them. 0:06:34.100,0:06:38.580 That’s one thing early hedgehog did[br]better than early Mario like every time. 0:06:39.720,0:06:43.320 And in 1991, the original[br]Sonic the Hedgehog looked great too! 0:06:46.240,0:06:51.460 And yes, at this point, the hardware is getting[br]so primitive that the ability to animate characters 0:06:51.460,0:06:54.640 (or even make characters recognizable)[br]is pretty difficult, 0:06:54.640,0:06:58.460 but if you look, there are still games in[br]the mix with better sprite posing, 0:06:58.460,0:07:01.140 and more appealing character animation. 0:07:01.140,0:07:03.500 Super Mario World in 1990. 0:07:03.500,0:07:05.740 Bonk’s Adventure in 1989. 0:07:05.740,0:07:07.660 Mario 3 in 1988. 0:07:07.660,0:07:10.440 The original Punch-Out in 1987. 0:07:10.440,0:07:12.200 Wonder Boy in 1986. 0:07:12.200,0:07:13.919 Yie Ar Kung-Fu in 1985. 0:07:13.920,0:07:14.980 Listen. 0:07:14.980,0:07:19.040 Don’t ever let someone tell you that old[br]games can’t have great animation in them. 0:07:19.040,0:07:23.580 Or that bad animation in an older game[br]is only bad because it’s old. 0:07:23.580,0:07:28.040 There is a big difference between[br]OLD animation and BAD animation. 0:07:28.040,0:07:30.660 Yes, hardware might limit your capabilities, 0:07:30.660,0:07:35.320 but artists have been creating good animation[br]within those limitations for decades. 0:07:35.320,0:07:39.180 Even if the most you can give a[br]character is 12 pixel-y poses, 0:07:39.180,0:07:44.340 you can still do your darndest to make those[br]12 poses as clear and appealing as possible. 0:07:44.340,0:07:46.600 Anyway! Thank you for indulging me on this. 0:07:46.600,0:07:49.860 Be sure to subscribe if you want to see[br]more videos about game animation, 0:07:49.860,0:07:51.360 and I will see you next time.