1 00:00:00,490 --> 00:00:03,333 This was supposed to come out in December! Oops. 2 00:00:03,360 --> 00:00:04,821 Well, whatever. Let’s do it anyway. 3 00:00:04,846 --> 00:00:09,583 Hi! These are some of my favorite bits of game animation I saw in 2019! 4 00:00:09,608 --> 00:00:13,075 Let’s begin with one of last year’s early animation highlights... 5 00:00:13,100 --> 00:00:14,821 ANTHEM 6 00:00:14,846 --> 00:00:19,867 I think it’s fair to say that this is some of the best-looking animation in a BioWare game yet. 7 00:00:19,892 --> 00:00:23,367 Characters are generally the highlight of any great BioWare experience, 8 00:00:23,392 --> 00:00:28,309 and I don’t think I was prepared for how much performance capture was going to add to that. 9 00:00:28,334 --> 00:00:32,594 Like, Owen as he’s voiced by T.J. Ramini is already really charming. 10 00:00:32,619 --> 00:00:37,574 But Owen voiced AND physically performed by Ramini brings a new level of charisma 11 00:00:37,600 --> 00:00:41,020 to that character that I don’t think would have come across otherwise. 12 00:00:41,280 --> 00:00:45,080 Owen: " Hey, considering that the Monitor is both lancer and cypher, 13 00:00:45,160 --> 00:00:51,040 we could probably use a VERY fabulous cypher/javelin pilot combo of our own." 14 00:00:51,240 --> 00:00:52,340 Player Character: "Owen, be patient." 15 00:00:52,480 --> 00:00:57,260 Of course, most of your NPC interactions use this game’s conversation animation system, 16 00:00:57,292 --> 00:00:59,458 and there are some gains on that front too, 17 00:00:59,502 --> 00:01:04,338 but seeing characters like these brought to life with more natural performance detail 18 00:01:04,363 --> 00:01:08,305 in cinematics really makes me excited for future BioWare projects. 19 00:01:08,330 --> 00:01:13,940 Also: running, jumping and especially flying around in a javelin just feels cool as heck, 20 00:01:13,965 --> 00:01:17,472 in large part because the animation sells their power so well. 21 00:01:17,497 --> 00:01:22,353 I will never get tired of sprinting toward a ledge and launching into the air in this game. 22 00:01:22,380 --> 00:01:26,180 It just feels so cool. 23 00:01:27,000 --> 00:01:29,900 Next I want to talk about Sekiro! 24 00:01:31,040 --> 00:01:36,400 The animation in FromSoft games has rarely been the most polished-looking in the AAA space, 25 00:01:36,411 --> 00:01:40,930 but it almost always succeeds where it matters: functional clarity. 26 00:01:40,955 --> 00:01:43,767 And that clarity is crucial in a game like Sekiro, 27 00:01:43,792 --> 00:01:47,870 where players are expected to watch enemies carefully and react to their attacks 28 00:01:47,895 --> 00:01:51,144 with so much more speed and precision than before. 29 00:01:51,169 --> 00:01:54,438 The devs have talked in interviews about how they spent a lot of time 30 00:01:54,463 --> 00:01:58,505 tuning each enemy’s attack animations frame by frame, and it shows. 31 00:01:58,530 --> 00:02:03,327 Because, this game’s combat would not work without those quickly-recognizable tells. 32 00:02:03,352 --> 00:02:06,301 And for their cinematics, I love that From has maintained 33 00:02:06,326 --> 00:02:10,210 their trademark slooooow timing and scene pacing. 34 00:02:10,235 --> 00:02:13,960 That willingness to let characters move unnaturally slowly 35 00:02:13,985 --> 00:02:17,367 is a big reason why FromSoft cutscenes feel so distinct, 36 00:02:17,392 --> 00:02:22,194 and it allows the sudden sharp movements to feel even more surprising by contrast. 37 00:02:22,219 --> 00:02:25,587 From’s soft animation team really is just getting better and better. 38 00:02:25,620 --> 00:02:28,440 Elden Ring cannot come soon enough. 39 00:02:29,460 --> 00:02:32,520 Next up: Luigi’s Mansion 3 40 00:02:33,100 --> 00:02:37,520 Next Level Games has one of my favorite animation teams in this industry. 41 00:02:37,535 --> 00:02:41,974 This is the same studio behind the previous Luigi’s Mansion game for the 3DS 42 00:02:41,999 --> 00:02:45,586 AND - one of my favorite game animation showcases of all time - 43 00:02:45,611 --> 00:02:48,333 the absolutely stellar Punch-Out for the Wii. 44 00:02:48,358 --> 00:02:52,390 I already made an entire video singing the praises of that game’s animation 45 00:02:52,415 --> 00:02:59,333 because this team is so good at delivering both function and appeal simultaneously at 100%. 46 00:02:59,358 --> 00:03:02,786 And by gosh they are good at animating Luigi. 47 00:03:02,811 --> 00:03:06,239 Next Level consistently brings the best out of this character, 48 00:03:06,264 --> 00:03:08,382 from the moments when he’s feeling scared, 49 00:03:08,407 --> 00:03:11,581 to the moments when he starts to feel some of his confidence coming back 50 00:03:11,606 --> 00:03:14,418 to the moment that NOPE NEVER-MIND, HE’S TERRIFIED AGAIN. 51 00:03:14,440 --> 00:03:19,120 Whatever Next Level is working on now, I cannot wait to see it. 52 00:03:22,000 --> 00:03:25,260 Star Wars Jedi: Fallen Order 53 00:03:25,427 --> 00:03:29,843 We’ve seen a lot of Star Wars games with lightsaber combat at this point, 54 00:03:29,868 --> 00:03:32,561 and a lot of different approaches to animating it. 55 00:03:32,586 --> 00:03:35,061 Some of them have aimed to replicate the fighting styles 56 00:03:35,086 --> 00:03:37,898 of existing characters as we’ve seen them in the movies, 57 00:03:37,923 --> 00:03:41,410 and others try to create an entirely new style all their own. 58 00:03:41,435 --> 00:03:44,148 And one thing that I really enjoy in Fallen Order 59 00:03:44,173 --> 00:03:49,684 is the way Cal’s fighting animation feels like it stylistically succeeds on both fronts. 60 00:03:49,709 --> 00:03:52,738 The way he handles a lightsaber feels distinctly him 61 00:03:52,763 --> 00:03:57,460 and a little different from the stances or movements that I’m used to seeing in Star Wars games, 62 00:03:57,485 --> 00:04:02,043 and yet I could totally see some Jedi moving like this in a proper Star Wars movie 63 00:04:02,068 --> 00:04:05,178 which is something I’m not sure I could say about the Force Unleashed. 64 00:04:05,203 --> 00:04:09,133 Combine that aesthetic balance with some sharp controls and some stylish 65 00:04:09,158 --> 00:04:13,036 finishing animations and no wonder the combat in this game feels so cool. 66 00:04:13,061 --> 00:04:16,505 Also, this? One of my favorite Star Wars droids now. 67 00:04:16,520 --> 00:04:19,800 Look at ‘em. What a good little buddy. 68 00:04:21,260 --> 00:04:24,480 But next. Pokemon Sword & Shield 69 00:04:26,260 --> 00:04:29,980 I’ve said before in a previous video that the animation in the Pokemon series 70 00:04:29,992 --> 00:04:35,033 is a triumph of scope management rather than visual flair, and that’s still true here. 71 00:04:35,058 --> 00:04:39,167 But in addition to the fact that they keep managing to maintain a consistent level 72 00:04:39,192 --> 00:04:44,220 of charming animation quality across these 400 creatures and human characters 73 00:04:44,245 --> 00:04:46,440 (which is still a feat in its own right), 74 00:04:46,465 --> 00:04:50,944 I’m really digging the additional focus they’re starting to put on animated personality. 75 00:04:50,990 --> 00:04:56,163 Like, the way the game instantly familiarizes you with the personalities of all three starters 76 00:04:56,188 --> 00:05:01,800 just by showing you how they interact with each other in one tiny cinematic is SO GOOD. 77 00:05:01,825 --> 00:05:05,067 And I think this cutscene highlights a shift in focus that, 78 00:05:05,092 --> 00:05:07,708 really, has been happening over the last few generations: 79 00:05:07,733 --> 00:05:11,497 Game Freak appears to be focusing more and more of their resources 80 00:05:11,522 --> 00:05:16,240 on presenting Pokemon outside of battle, which I think is a great call. 81 00:05:16,265 --> 00:05:20,600 Because one of the core elements of the Pokemon fantasy is just living 82 00:05:20,625 --> 00:05:22,906 and traveling with your team of creatures. 83 00:05:22,931 --> 00:05:26,605 And the earliest Pokemon games just couldn’t provide that, 84 00:05:26,630 --> 00:05:30,712 so I really love the idea of the franchise making that a higher priority now, 85 00:05:30,737 --> 00:05:35,077 because that’s where your Pokemon’s ability to express themselves really shines. 86 00:05:35,102 --> 00:05:39,839 I think it’s telling that almost every time I’ve seen people showing off their team online, 87 00:05:39,902 --> 00:05:42,116 or sharing clips from their own game. 88 00:05:42,141 --> 00:05:46,779 Those clips tends to be video of their Pokemon being goofballs in the Camp. 89 00:05:46,804 --> 00:05:51,105 So yeah! Real excited to see where Game Freak takes things from here. 90 00:05:51,231 --> 00:05:56,819 Now high-quality traditional hand-drawn animation is something of a rare treat in games, 91 00:05:56,844 --> 00:06:00,263 so I’m always grateful to see the Banner Sagas and the Cupheads 92 00:06:00,288 --> 00:06:02,962 and the Hollow Knights out there keeping that torch lit. 93 00:06:02,980 --> 00:06:06,740 And this year’s hand-drawn champion was Indivisible. 94 00:06:07,440 --> 00:06:11,180 It is real fun seeing the Skullgirls crew try on a new genre! 95 00:06:11,201 --> 00:06:14,172 I love these characters, I love their designs, 96 00:06:14,197 --> 00:06:18,378 and their combat animations are just loaded with tons of great little details… 97 00:06:18,403 --> 00:06:22,563 the team even brought in Studio Trigger to animate the game’s opening! 98 00:06:22,588 --> 00:06:26,167 If you are enjoying the look of this right now, I recommend picking it up, 99 00:06:26,192 --> 00:06:28,952 because not only is this game loaded with charm, 100 00:06:28,977 --> 00:06:32,960 but you just don’t see games that look like this coming out every day, 101 00:06:32,985 --> 00:06:38,337 and frankly I want to see studios like Lab Zero, MDHR, Stoic and Team Cherry 102 00:06:38,360 --> 00:06:41,240 able to keep doing what they’re doing. 103 00:06:43,200 --> 00:06:44,380 But, moving on. 104 00:06:44,399 --> 00:06:48,601 There were a LOT of extremely AAA games raising the bar on 105 00:06:48,626 --> 00:06:52,013 photo-realistic human game character animation this year. 106 00:06:52,038 --> 00:06:57,000 Devil May Cry 5, Modern Warfare, Resident Evil 2, Death Stranding… 107 00:06:57,025 --> 00:06:59,176 lots of extremely impressive work. 108 00:06:59,201 --> 00:07:03,811 I can’t imagine the hundreds of hours it took hundreds of people to make all this. 109 00:07:03,844 --> 00:07:06,902 But the one team I’d like to call out in particular is 110 00:07:06,920 --> 00:07:10,260 Remedy Entertainment for their work on Control. 111 00:07:11,140 --> 00:07:13,780 I am legit impressed by the degree of subtlety 112 00:07:13,796 --> 00:07:17,045 in character face performances during some of these story scenes. 113 00:07:17,070 --> 00:07:22,025 Granted, certain moments and scenes can dip into the uncanny from time to time, 114 00:07:22,050 --> 00:07:26,283 but this game’s setting already exist so deep in the uncanny that, 115 00:07:26,308 --> 00:07:29,418 somehow, those moments kinda just help contribute to the vibe. 116 00:07:29,443 --> 00:07:31,422 But the thing that push this over the edge for me, 117 00:07:31,447 --> 00:07:35,367 and I’m sure that this effect is impart due to the fact that your player character's 118 00:07:35,392 --> 00:07:37,296 based on real actor Courtney Hope 119 00:07:37,321 --> 00:07:40,433 and they occasionally use some live footage of her in specific scenes, 120 00:07:40,458 --> 00:07:44,009 but I've got to confess: once or twice while watching these story scene, 121 00:07:44,034 --> 00:07:47,243 there would be just a moment that had me questioning: 122 00:07:47,268 --> 00:07:50,200 “...wait, is this the real actor or the digital character?” 123 00:07:50,225 --> 00:07:55,537 And I can't remember a time where a game succeed in making me unsure of that before. 124 00:07:55,600 --> 00:08:00,160 So kudos, Remedy! And good job making a darned cool game. 125 00:08:01,520 --> 00:08:04,160 But, leaving the realm of the photo-real for a bit, 126 00:08:04,193 --> 00:08:06,433 let us all give thanks to the indie scene 127 00:08:06,458 --> 00:08:10,763 for blessing us with so much incredible pixel animation this year. 128 00:08:10,788 --> 00:08:16,440 Wargroove, Blasphemous, Cadence of Hyrule... Katana Zero, for heck sake. 129 00:08:16,440 --> 00:08:18,204 Y’all spoil us. 130 00:08:18,229 --> 00:08:20,958 I do want to give special mention to one in particular, though, 131 00:08:20,983 --> 00:08:24,410 and that is River City Girls. 132 00:08:24,511 --> 00:08:28,474 The Kunio-kun franchise has NEVER had animation this gorgeous. 133 00:08:28,499 --> 00:08:31,700 Every character’s moveset is just so fun to frame through. 134 00:08:31,725 --> 00:08:34,347 I highly recommend doing so yourself sometime. 135 00:08:34,372 --> 00:08:39,585 Misako’s rage-y headbutt. Kyoko’s selfie parry. The bookbag swing. 136 00:08:39,610 --> 00:08:44,954 The spinning power dab. How can you not love a brawler with movesets like this. 137 00:08:44,979 --> 00:08:47,200 I’m so happy that games with pixel animation 138 00:08:47,220 --> 00:08:51,920 are not only surviving in the year 2019, but THRIVING. 139 00:08:55,980 --> 00:08:58,320 And now for a couple of honorable mentions! 140 00:08:58,332 --> 00:09:02,553 The first goes to Kingdom Hearts III, which would almost definitely be on this list, 141 00:09:02,578 --> 00:09:05,825 except for the fact that I intentionally have not played it yet. 142 00:09:05,850 --> 00:09:08,633 I’ve really been wanting to do an unspoiled playthrough of it 143 00:09:08,658 --> 00:09:11,559 over on PlayFrame once the ReMind DLC drops. 144 00:09:11,584 --> 00:09:13,143 But I’m just going to take a shot in the dark 145 00:09:13,168 --> 00:09:15,706 and guess that the animation was pretty darned good? 146 00:09:15,731 --> 00:09:16,733 Because it’s Kingdom Hearts 147 00:09:16,758 --> 00:09:20,249 and the animation in Kingdom Hearts games tends to be pretty stellar, 148 00:09:20,274 --> 00:09:21,817 combat especially. 149 00:09:21,842 --> 00:09:26,067 And what I’ve seen of the Disney and Pixar characters in trailers looks pretty incredible, 150 00:09:26,100 --> 00:09:30,060 so I am really excited to finally see all this for myself pretty soon. 151 00:09:30,620 --> 00:09:34,320 And the other honorable mention goes to Monster Hunter World: Iceborne, 152 00:09:34,358 --> 00:09:36,538 which I would talk about at length here, 153 00:09:36,563 --> 00:09:40,506 but I already said all the exact same nice things about Monster Hunter World last year. 154 00:09:40,550 --> 00:09:43,681 So just take everything I said back in the 2018 155 00:09:43,706 --> 00:09:46,367 Favorites videos and add some snow I guess, 156 00:09:46,400 --> 00:09:51,200 because the animation in this expansion is every bit as fantastic. 157 00:09:52,240 --> 00:09:56,900 And finally, before we wrap up, let’s talk about Untitled Goose Game. 158 00:09:56,918 --> 00:10:01,913 Because having incredible game animation isn’t always about realistic fidelity, 159 00:10:01,938 --> 00:10:04,751 or massive scope or flashy movesets. 160 00:10:04,776 --> 00:10:09,235 Sometimes it’s about getting one crucial thing exactly right. 161 00:10:09,260 --> 00:10:13,561 And for this game, that thing is the goose. 162 00:10:13,630 --> 00:10:18,243 The perfection of that waddle completes the comedy of this game. 163 00:10:18,268 --> 00:10:23,859 It’s amazing; it puts you in the right frame of mind to be a dorky little nuisance almost instantly. 164 00:10:23,884 --> 00:10:28,382 And so many of your available moves double as a tool for player expression! 165 00:10:28,407 --> 00:10:31,664 Like, I’m sure this wing-extension move does something practical, 166 00:10:31,689 --> 00:10:35,156 but most of the time I’m just using it to go MYEHHHHHHHH. 167 00:10:35,215 --> 00:10:38,370 Seriously, though, if this waddle didn’t feel just right, 168 00:10:38,395 --> 00:10:42,220 I’ll bet this entire game would feel noticeably less entertaining. 169 00:10:42,245 --> 00:10:46,366 And that makes this one incredible piece of animation. 170 00:10:50,414 --> 00:10:53,336 But I think that should do it! Did I miss anything? 171 00:10:53,361 --> 00:10:55,833 I mean, I will admit I haven’t quite finished 172 00:10:55,858 --> 00:10:58,365 playing every single game that came out in 2019, 173 00:10:58,390 --> 00:11:00,627 so… yes, probably I did miss something. 174 00:11:00,652 --> 00:11:03,553 But, if you happen to know of any games with stellar animation 175 00:11:03,578 --> 00:11:04,595 that I didn’t mention, 176 00:11:04,620 --> 00:11:06,021 please do call them out in the comments, 177 00:11:06,046 --> 00:11:08,504 because I’m always eager to see something cool! 178 00:11:08,529 --> 00:11:11,897 And here’s to all the great game animation coming in 2020! 179 00:11:11,922 --> 00:11:14,436 I’ve got a lot planned for New Frame Plus this year, 180 00:11:14,461 --> 00:11:16,873 so be sure to subscribe so you don’t want to miss out. 181 00:11:16,898 --> 00:11:20,206 And consider supporting the show like all these wonderful people. 182 00:11:20,231 --> 00:11:22,845 Thanks for watching, and I will see you next time! 183 00:11:22,870 --> 00:11:34,650 [music]