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