1 00:00:01,800 --> 00:00:04,800 Can old games have great animation? 2 00:00:05,400 --> 00:00:06,000 Yes! 3 00:00:06,000 --> 00:00:06,920 Yes, they can. 4 00:00:06,920 --> 00:00:09,380 But just for fun, let’s do a quick episode about it anyway. 5 00:00:09,380 --> 00:00:10,389 Hi, I’m Dan. 6 00:00:10,389 --> 00:00:12,160 Welcome to New Frame Plus. 7 00:00:12,160 --> 00:00:15,760 When I made a video critiquing Skyrim’s mining animation last year, 8 00:00:15,760 --> 00:00:20,060 there was one particular category of reaction in the comments which caught my attention. 9 00:00:20,060 --> 00:00:24,520 The specific phrasing varied, but the general gist of these responses was: 10 00:00:29,020 --> 00:00:32,320 Now, on the one hand, there IS some truth to this statement: 11 00:00:32,320 --> 00:00:36,120 you DO have to consider a game’s context when critiquing its animation. 12 00:00:36,120 --> 00:00:38,980 You have to factor in the hardware limitations of the era, 13 00:00:38,980 --> 00:00:42,860 as well as the game’s budget, intended scope and genre. 14 00:00:42,860 --> 00:00:46,600 Like, it would be ABSURD of me to criticize Super Mario Brothers 15 00:00:46,600 --> 00:00:49,260 for not looking like a 2019 AAA game. 16 00:00:49,260 --> 00:00:51,540 Or even a 2019 indie game! 17 00:00:51,540 --> 00:00:56,020 All that context I mentioned should be factored into any game animation analysis. 18 00:00:57,080 --> 00:01:01,120 dismissing criticism of Skyrim’s mining animation due to the game’s age 19 00:01:01,120 --> 00:01:05,280 (or even the age of its engine) is still a bit silly, and for a few reasons. 20 00:01:05,300 --> 00:01:07,880 1). 2011 wasn’t THAT long ago. 21 00:01:07,880 --> 00:01:12,420 2). Even if it was, you can learn a lot by analyzing animations in older games. 22 00:01:12,420 --> 00:01:13,560 And most importantly, 23 00:01:13,560 --> 00:01:18,360 3). there are plenty of even older games with GREAT animation in them! 24 00:01:18,360 --> 00:01:21,180 And I don’t expect most of you need convincing of that 25 00:01:21,180 --> 00:01:23,470 (if anything, I’m probably preaching to the choir) 26 00:01:23,470 --> 00:01:25,760 but just to prove the point and have a little fun, 27 00:01:25,760 --> 00:01:28,940 let’s just count backward from the year of Skyrim’s release 28 00:01:28,940 --> 00:01:32,280 and list off some older games with great animation in them. 29 00:01:33,680 --> 00:01:38,700 2011 -- you’ve got Uncharted 3, with some absolutely top tier performance capture work. 30 00:01:39,060 --> 00:01:40,800 Look at the level of polish here! 31 00:01:40,800 --> 00:01:42,320 Still amazing. 32 00:01:44,060 --> 00:01:45,960 2010 -- you’ve got Kirby’s Epic Yarn. 33 00:01:45,960 --> 00:01:49,460 I don’t even 100% understand how this animation was constructed, 34 00:01:49,460 --> 00:01:53,360 but the style COMPLETELY works and looks like nothing else out there. 35 00:01:53,360 --> 00:01:54,400 Beautiful. 36 00:01:54,760 --> 00:01:56,610 2009 -- you've got Punch-Out!! 37 00:01:56,610 --> 00:01:59,980 Man, I made a whole video on why that game’s animation is amazing. 38 00:01:59,980 --> 00:02:01,900 That game's almost 10 years old now! 39 00:02:01,900 --> 00:02:04,300 Looks JUST as good as the day it launched. 40 00:02:05,600 --> 00:02:07,360 2008 -- Prince of Persia, 41 00:02:07,360 --> 00:02:09,320 bringing a new level of style and polish to 42 00:02:09,320 --> 00:02:14,160 the climbing and traversal animation systems Ubisoft Montreal was becoming known for. 43 00:02:14,920 --> 00:02:16,220 Look at that wall run! 44 00:02:16,460 --> 00:02:17,840 That looks nice! 45 00:02:18,980 --> 00:02:22,760 2007 -- Heavenly Sword comes out with some lovely combat animation 46 00:02:22,760 --> 00:02:27,940 and raises the bar on motion capture performance with some wonderfully over-the-top character acting. 47 00:02:27,940 --> 00:02:29,160 [Screams.] 48 00:02:29,160 --> 00:02:31,040 [Also screams.] 49 00:02:31,040 --> 00:02:32,340 "Kill her." 50 00:02:32,960 --> 00:02:35,280 2006 -- You got Final Fantasy XII 51 00:02:35,280 --> 00:02:40,280 bringing a level of character performance and cinematography that series had never seen before. 52 00:02:43,340 --> 00:02:45,920 2005 -- Shadow of the Colossus! 53 00:02:45,920 --> 00:02:50,460 That game was a huge achievement, both on a technical level and an aesthetic one. 54 00:02:50,460 --> 00:02:55,740 Like, not only does the animation of all the colossi convey this massive sense of majestic scale, 55 00:02:55,740 --> 00:02:59,540 but this is still some of the best-looking horse riding animation in video games. 56 00:03:00,000 --> 00:03:02,680 2004 -- you got the original Monster Hunter. 57 00:03:02,680 --> 00:03:06,720 The creature and combat animations in the Monster Hunter series are fantastic, 58 00:03:06,720 --> 00:03:08,720 and they've ALWAYS been good. 59 00:03:08,720 --> 00:03:12,140 Like, yeah, the newest titles may have smoothed over some of the rough edges, 60 00:03:12,140 --> 00:03:15,640 but I bet some of these animations you're seeing on screen right now look a little familiar, 61 00:03:15,640 --> 00:03:19,400 and that's because they're basically still using a lot of these same animations, 62 00:03:19,400 --> 00:03:21,340 because they STILL look good! 63 00:03:21,340 --> 00:03:23,460 15 year old game! 64 00:03:26,760 --> 00:03:29,260 2003 -- the year of the Wind Waker. 65 00:03:29,260 --> 00:03:31,080 Pure charm, this animation. 66 00:03:31,080 --> 00:03:35,800 And the most expressive version of Link we’ve seen before OR SINCE. 67 00:03:37,480 --> 00:03:39,700 2002 -- you got Kingdom Hearts. 68 00:03:39,700 --> 00:03:43,040 The sequels would improve on this a lot, but even here in the first one, 69 00:03:43,040 --> 00:03:47,340 you’ve got some impressive blending between Square’s Final Fantasy animation style 70 00:03:47,340 --> 00:03:50,240 and Disney’s… Disney animation style. 71 00:03:50,240 --> 00:03:53,700 Like, Sora’s animation exists in this perfect middle ground 72 00:03:53,700 --> 00:03:56,360 between 'anime' and 'Mickey Mouse cartoon' 73 00:03:56,360 --> 00:03:57,960 and I love it. 74 00:03:59,180 --> 00:04:01,500 2001 -- Metal Gear Solid 2. 75 00:04:01,500 --> 00:04:03,540 A HUGE leap over its predecessor 76 00:04:03,540 --> 00:04:07,790 AND one of the best-looking early uses of motion capture animation in games. 77 00:04:07,790 --> 00:04:10,120 A lot of these cutscenes still look really cool! 78 00:04:12,340 --> 00:04:14,980 The year 2000 -- Marvel vs Capcom 2 79 00:04:14,980 --> 00:04:17,400 with some beautiful pixel animation. 80 00:04:17,400 --> 00:04:19,400 Just look at these poses! 81 00:04:19,400 --> 00:04:20,960 LOOK AT THEM. 82 00:04:21,280 --> 00:04:23,560 Every frame of this looks good! 83 00:04:26,060 --> 00:04:27,120 Speaking of fighting games... 84 00:04:27,120 --> 00:04:29,880 1999 -- Street Fighter III: 3rd Strike. 85 00:04:29,880 --> 00:04:33,660 STILL some of the best animation in the entire Street Fighter franchise. 86 00:04:33,660 --> 00:04:35,700 Maybe still THE best. 87 00:04:36,520 --> 00:04:39,620 And even before that, 1998 -- we’ve got Soul Calibur, 88 00:04:39,620 --> 00:04:42,300 already in 3D and looking pretty darn good. 89 00:04:42,300 --> 00:04:46,220 I’m still impressed by the weapon-handling animation in these early entries. 90 00:04:46,220 --> 00:04:48,360 This game is over 20 years old now! 91 00:04:52,520 --> 00:04:55,180 1997 -- Castlevania: Symphony of the Night, 92 00:04:55,180 --> 00:04:57,440 with some more lovely pixel art animation. 93 00:04:57,440 --> 00:05:02,720 Alucard's run is maybe a little bit floaty-feeling for my tastes, but those sword slashes? 94 00:05:03,480 --> 00:05:04,280 MMM. 95 00:05:06,500 --> 00:05:10,460 And yeah, things are starting to look pretty primitive compared to where we are now, 96 00:05:10,460 --> 00:05:14,860 but you see how many of these games are still managing to showcase some great animation 97 00:05:14,860 --> 00:05:17,080 even within those limitations? 98 00:05:17,600 --> 00:05:20,480 Like, 1996 -- Mario 64. 99 00:05:20,480 --> 00:05:23,180 SUPER primitive 3D animation in this game. 100 00:05:23,180 --> 00:05:24,180 AND YET 101 00:05:24,180 --> 00:05:28,200 they got so many things right on this, their first try! 102 00:05:28,300 --> 00:05:30,840 The way Mario leans into his turns like that? 103 00:05:30,840 --> 00:05:35,160 The way he briefly curls into a ball on the second rotation of his third jump flip 104 00:05:35,160 --> 00:05:37,600 before stretching back out again on the descent? 105 00:05:37,600 --> 00:05:41,760 The way he already looks and feels responsive to control in 3D space. 106 00:05:41,760 --> 00:05:44,200 Again: on their FIRST TRY? 107 00:05:44,480 --> 00:05:46,840 That’s a lot better than some other first attempts went! 108 00:05:47,300 --> 00:05:49,800 1995 -- you got Yoshi’s Island. 109 00:05:49,800 --> 00:05:55,460 Super simple sprite animation, but the posing and the movement on Yoshi is here is cute! 110 00:05:56,300 --> 00:05:57,680 The floaty jumps! 111 00:05:59,220 --> 00:06:01,060 And his little marching in place! 112 00:06:01,060 --> 00:06:02,240 It looks GOOD. 113 00:06:04,940 --> 00:06:07,120 1994 -- Darkstalkers. 114 00:06:07,120 --> 00:06:12,400 I’ve seen people use this game’s sprites to demonstrate the 12 principles of animation before. 115 00:06:12,400 --> 00:06:16,920 25 year old game, still has fantastic posing and exaggeration. 116 00:06:19,600 --> 00:06:21,740 1993 -- Capcom’s Aladdin? 117 00:06:21,740 --> 00:06:22,740 Like LOOK at this. 118 00:06:22,740 --> 00:06:25,400 They had actual Disney artists working on this stuff. 119 00:06:27,920 --> 00:06:30,560 1992 - Sonic the Hedgehog 2! 120 00:06:30,560 --> 00:06:34,100 Early Sonic sprites have SO much personality to them. 121 00:06:34,100 --> 00:06:38,580 That’s one thing early hedgehog did better than early Mario like every time. 122 00:06:39,720 --> 00:06:43,320 And in 1991, the original Sonic the Hedgehog looked great too! 123 00:06:46,240 --> 00:06:51,460 And yes, at this point, the hardware is getting so primitive that the ability to animate characters 124 00:06:51,460 --> 00:06:54,640 (or even make characters recognizable) is pretty difficult, 125 00:06:54,640 --> 00:06:58,460 but if you look, there are still games in the mix with better sprite posing, 126 00:06:58,460 --> 00:07:01,140 and more appealing character animation. 127 00:07:01,140 --> 00:07:03,500 Super Mario World in 1990. 128 00:07:03,500 --> 00:07:05,740 Bonk’s Adventure in 1989. 129 00:07:05,740 --> 00:07:07,660 Mario 3 in 1988. 130 00:07:07,660 --> 00:07:10,440 The original Punch-Out in 1987. 131 00:07:10,440 --> 00:07:12,200 Wonder Boy in 1986. 132 00:07:12,200 --> 00:07:13,919 Yie Ar Kung-Fu in 1985. 133 00:07:13,920 --> 00:07:14,980 Listen. 134 00:07:14,980 --> 00:07:19,040 Don’t ever let someone tell you that old games can’t have great animation in them. 135 00:07:19,040 --> 00:07:23,580 Or that bad animation in an older game is only bad because it’s old. 136 00:07:23,580 --> 00:07:28,040 There is a big difference between OLD animation and BAD animation. 137 00:07:28,040 --> 00:07:30,660 Yes, hardware might limit your capabilities, 138 00:07:30,660 --> 00:07:35,320 but artists have been creating good animation within those limitations for decades. 139 00:07:35,320 --> 00:07:39,180 Even if the most you can give a character is 12 pixel-y poses, 140 00:07:39,180 --> 00:07:44,340 you can still do your darndest to make those 12 poses as clear and appealing as possible. 141 00:07:44,340 --> 00:07:46,600 Anyway! Thank you for indulging me on this. 142 00:07:46,600 --> 00:07:49,860 Be sure to subscribe if you want to see more videos about game animation, 143 00:07:49,860 --> 00:07:51,360 and I will see you next time.