WEBVTT 00:00:00.490 --> 00:00:03.333 This was supposed to come out in December! Oops. 00:00:03.360 --> 00:00:04.821 Well, whatever. Let’s do it anyway. 00:00:04.846 --> 00:00:09.583 Hi! These are some of my favorite bits of game animation I saw in 2019! 00:00:09.608 --> 00:00:13.075 Let’s begin with one of last year’s early animation highlights... 00:00:13.100 --> 00:00:14.821 ANTHEM 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. 00:00:19.892 --> 00:00:23.367 Characters are generally the highlight of any great BioWare experience, 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. 00:00:28.334 --> 00:00:32.594 Like, Owen as he’s voiced by T.J. Ramini is already really charming. 00:00:32.619 --> 00:00:37.574 But Owen voiced AND physically performed by Ramini brings a new level of charisma 00:00:37.600 --> 00:00:41.020 to that character that I don’t think would have come across otherwise. 00:00:41.280 --> 00:00:45.080 Owen: " Hey, considering that the Monitor is both lancer and cypher, 00:00:45.160 --> 00:00:51.040 we could probably use a VERY fabulous cypher/javelin pilot combo of our own." 00:00:51.240 --> 00:00:52.340 Player Character: "Owen, be patient." 00:00:52.480 --> 00:00:57.260 Of course, most of your NPC interactions use this game’s conversation animation system, 00:00:57.292 --> 00:00:59.458 and there are some gains on that front too, 00:00:59.502 --> 00:01:04.338 but seeing characters like these brought to life with more natural performance detail 00:01:04.363 --> 00:01:08.305 in cinematics really makes me excited for future BioWare projects. 00:01:08.330 --> 00:01:13.940 Also: running, jumping and especially flying around in a javelin just feels cool as heck, 00:01:13.965 --> 00:01:17.472 in large part because the animation sells their power so well. 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. 00:01:22.380 --> 00:01:26.180 It just feels so cool. 00:01:27.000 --> 00:01:29.900 Next I want to talk about Sekiro! 00:01:31.040 --> 00:01:36.400 The animation in FromSoft games has rarely been the most polished-looking in the AAA space, 00:01:36.411 --> 00:01:40.930 but it almost always succeeds where it matters: functional clarity. 00:01:40.955 --> 00:01:43.767 And that clarity is crucial in a game like Sekiro, 00:01:43.792 --> 00:01:47.870 where players are expected to watch enemies carefully and react to their attacks 00:01:47.895 --> 00:01:51.144 with so much more speed and precision than before. 00:01:51.169 --> 00:01:54.438 The devs have talked in interviews about how they spent a lot of time 00:01:54.463 --> 00:01:58.505 tuning each enemy’s attack animations frame by frame, and it shows. 00:01:58.530 --> 00:02:03.327 Because, this game’s combat would not work without those quickly-recognizable tells. 00:02:03.352 --> 00:02:06.301 And for their cinematics, I love that From has maintained 00:02:06.326 --> 00:02:10.210 their trademark slooooow timing and scene pacing. 00:02:10.235 --> 00:02:13.960 That willingness to let characters move unnaturally slowly 00:02:13.985 --> 00:02:17.367 is a big reason why FromSoft cutscenes feel so distinct, 00:02:17.392 --> 00:02:22.194 and it allows the sudden sharp movements to feel even more surprising by contrast. 00:02:22.219 --> 00:02:25.587 From’s soft animation team really is just getting better and better. 00:02:25.620 --> 00:02:28.440 Elden Ring cannot come soon enough. 00:02:29.460 --> 00:02:32.520 Next up: Luigi’s Mansion 3 00:02:33.100 --> 00:02:37.520 Next Level Games has one of my favorite animation teams in this industry. 00:02:37.535 --> 00:02:41.974 This is the same studio behind the previous Luigi’s Mansion game for the 3DS 00:02:41.999 --> 00:02:45.586 AND - one of my favorite game animation showcases of all time - 00:02:45.611 --> 00:02:48.333 the absolutely stellar Punch-Out for the Wii. 00:02:48.358 --> 00:02:52.390 I already made an entire video singing the praises of that game’s animation 00:02:52.415 --> 00:02:59.333 because this team is so good at delivering both function and appeal simultaneously at 100%. 00:02:59.358 --> 00:03:02.786 And by gosh they are good at animating Luigi. 00:03:02.811 --> 00:03:06.239 Next Level consistently brings the best out of this character, 00:03:06.264 --> 00:03:08.382 from the moments when he’s feeling scared, 00:03:08.407 --> 00:03:11.581 to the moments when he starts to feel some of his confidence coming back 00:03:11.606 --> 00:03:14.418 to the moment that NOPE NEVER-MIND, HE’S TERRIFIED AGAIN. 00:03:14.440 --> 00:03:19.120 Whatever Next Level is working on now, I cannot wait to see it. 00:03:22.000 --> 00:03:25.260 Star Wars Jedi: Fallen Order 00:03:25.427 --> 00:03:29.843 We’ve seen a lot of Star Wars games with lightsaber combat at this point, 00:03:29.868 --> 00:03:32.561 and a lot of different approaches to animating it. 00:03:32.586 --> 00:03:35.061 Some of them have aimed to replicate the fighting styles 00:03:35.086 --> 00:03:37.898 of existing characters as we’ve seen them in the movies, 00:03:37.923 --> 00:03:41.410 and others try to create an entirely new style all their own. 00:03:41.435 --> 00:03:44.148 And one thing that I really enjoy in Fallen Order 00:03:44.173 --> 00:03:49.684 is the way Cal’s fighting animation feels like it stylistically succeeds on both fronts. 00:03:49.709 --> 00:03:52.738 The way he handles a lightsaber feels distinctly him 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, 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 00:04:02.068 --> 00:04:05.178 which is something I’m not sure I could say about the Force Unleashed. 00:04:05.203 --> 00:04:09.133 Combine that aesthetic balance with some sharp controls and some stylish 00:04:09.158 --> 00:04:13.036 finishing animations and no wonder the combat in this game feels so cool. 00:04:13.061 --> 00:04:16.505 Also, this? One of my favorite Star Wars droids now. 00:04:16.520 --> 00:04:19.800 Look at ‘em. What a good little buddy. 00:04:21.260 --> 00:04:24.480 But next. Pokemon Sword & Shield 00:04:26.260 --> 00:04:29.980 I’ve said before in a previous video that the animation in the Pokemon series 00:04:29.992 --> 00:04:35.033 is a triumph of scope management rather than visual flair, and that’s still true here. 00:04:35.058 --> 00:04:39.167 But in addition to the fact that they keep managing to maintain a consistent level 00:04:39.192 --> 00:04:44.220 of charming animation quality across these 400 creatures and human characters 00:04:44.245 --> 00:04:46.440 (which is still a feat in its own right), 00:04:46.465 --> 00:04:50.944 I’m really digging the additional focus they’re starting to put on animated personality. 00:04:50.990 --> 00:04:56.163 Like, the way the game instantly familiarizes you with the personalities of all three starters 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. 00:05:01.825 --> 00:05:05.067 And I think this cutscene highlights a shift in focus that, 00:05:05.092 --> 00:05:07.708 really, has been happening over the last few generations: 00:05:07.733 --> 00:05:11.497 Game Freak appears to be focusing more and more of their resources 00:05:11.522 --> 00:05:16.240 on presenting Pokemon outside of battle, which I think is a great call. 00:05:16.265 --> 00:05:20.600 Because one of the core elements of the Pokemon fantasy is just living 00:05:20.625 --> 00:05:22.906 and traveling with your team of creatures. 00:05:22.931 --> 00:05:26.605 And the earliest Pokemon games just couldn’t provide that, 00:05:26.630 --> 00:05:30.712 so I really love the idea of the franchise making that a higher priority now, 00:05:30.737 --> 00:05:35.077 because that’s where your Pokemon’s ability to express themselves really shines. 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, 00:05:39.902 --> 00:05:42.116 or sharing clips from their own game. 00:05:42.141 --> 00:05:46.779 Those clips tends to be video of their Pokemon being goofballs in the Camp. 00:05:46.804 --> 00:05:51.105 So yeah! Real excited to see where Game Freak takes things from here. 00:05:51.231 --> 00:05:56.819 Now high-quality traditional hand-drawn animation is something of a rare treat in games, 00:05:56.844 --> 00:06:00.263 so I’m always grateful to see the Banner Sagas and the Cupheads 00:06:00.288 --> 00:06:02.962 and the Hollow Knights out there keeping that torch lit. 00:06:02.980 --> 00:06:06.740 And this year’s hand-drawn champion was Indivisible. 00:06:07.440 --> 00:06:11.180 It is real fun seeing the Skullgirls crew try on a new genre! 00:06:11.201 --> 00:06:14.172 I love these characters, I love their designs, 00:06:14.197 --> 00:06:18.378 and their combat animations are just loaded with tons of great little details… 00:06:18.403 --> 00:06:22.563 the team even brought in Studio Trigger to animate the game’s opening! 00:06:22.588 --> 00:06:26.167 If you are enjoying the look of this right now, I recommend picking it up, 00:06:26.192 --> 00:06:28.952 because not only is this game loaded with charm, 00:06:28.977 --> 00:06:32.960 but you just don’t see games that look like this coming out every day, 00:06:32.985 --> 00:06:38.337 and frankly I want to see studios like Lab Zero, MDHR, Stoic and Team Cherry 00:06:38.360 --> 00:06:41.240 able to keep doing what they’re doing. 00:06:43.200 --> 00:06:44.380 But, moving on. 00:06:44.399 --> 00:06:48.601 There were a LOT of extremely AAA games raising the bar on 00:06:48.626 --> 00:06:52.013 photo-realistic human game character animation this year. 00:06:52.038 --> 00:06:57.000 Devil May Cry 5, Modern Warfare, Resident Evil 2, Death Stranding… 00:06:57.025 --> 00:06:59.176 lots of extremely impressive work. 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. 00:07:03.844 --> 00:07:06.902 But the one team I’d like to call out in particular is 00:07:06.920 --> 00:07:10.260 Remedy Entertainment for their work on Control. 00:07:11.140 --> 00:07:13.780 I am legit impressed by the degree of subtlety 00:07:13.796 --> 00:07:17.045 in character face performances during some of these story scenes. 00:07:17.070 --> 00:07:22.025 Granted, certain moments and scenes can dip into the uncanny from time to time, 00:07:22.050 --> 00:07:26.283 but this game’s setting already exist so deep in the uncanny that, 00:07:26.308 --> 00:07:29.418 somehow, those moments kinda just help contribute to the vibe. 00:07:29.443 --> 00:07:31.422 But the thing that push this over the edge for me, 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 00:07:35.392 --> 00:07:37.296 based on real actor Courtney Hope 00:07:37.321 --> 00:07:40.433 and they occasionally use some live footage of her in specific scenes, 00:07:40.458 --> 00:07:44.009 but I've got to confess: once or twice while watching these story scene, 00:07:44.034 --> 00:07:47.243 there would be just a moment that had me questioning: 00:07:47.268 --> 00:07:50.200 “...wait, is this the real actor or the digital character?” 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. 00:07:55.600 --> 00:08:00.160 So kudos, Remedy! And good job making a darned cool game. 00:08:01.520 --> 00:08:04.160 But, leaving the realm of the photo-real for a bit, 00:08:04.193 --> 00:08:06.433 let us all give thanks to the indie scene 00:08:06.458 --> 00:08:10.763 for blessing us with so much incredible pixel animation this year. 00:08:10.788 --> 00:08:16.440 Wargroove, Blasphemous, Cadence of Hyrule... Katana Zero, for heck sake. 00:08:16.440 --> 00:08:18.204 Y’all spoil us. 00:08:18.229 --> 00:08:20.958 I do want to give special mention to one in particular, though, 00:08:20.983 --> 00:08:24.410 and that is River City Girls. 00:08:24.511 --> 00:08:28.474 The Kunio-kun franchise has NEVER had animation this gorgeous. 00:08:28.499 --> 00:08:31.700 Every character’s moveset is just so fun to frame through. 00:08:31.725 --> 00:08:34.347 I highly recommend doing so yourself sometime. 00:08:34.372 --> 00:08:39.585 Misako’s rage-y headbutt. Kyoko’s selfie parry. The bookbag swing. 00:08:39.610 --> 00:08:44.954 The spinning power dab. How can you not love a brawler with movesets like this. 00:08:44.979 --> 00:08:47.200 I’m so happy that games with pixel animation 00:08:47.220 --> 00:08:51.920 are not only surviving in the year 2019, but THRIVING. 00:08:55.980 --> 00:08:58.320 And now for a couple of honorable mentions! 00:08:58.332 --> 00:09:02.553 The first goes to Kingdom Hearts III, which would almost definitely be on this list, 00:09:02.578 --> 00:09:05.825 except for the fact that I intentionally have not played it yet. 00:09:05.850 --> 00:09:08.633 I’ve really been wanting to do an unspoiled playthrough of it 00:09:08.658 --> 00:09:11.559 over on PlayFrame once the ReMind DLC drops. 00:09:11.584 --> 00:09:13.143 But I’m just going to take a shot in the dark 00:09:13.168 --> 00:09:15.706 and guess that the animation was pretty darned good? 00:09:15.731 --> 00:09:16.733 Because it’s Kingdom Hearts 00:09:16.758 --> 00:09:20.249 and the animation in Kingdom Hearts games tends to be pretty stellar, 00:09:20.274 --> 00:09:21.817 combat especially. 00:09:21.842 --> 00:09:26.067 And what I’ve seen of the Disney and Pixar characters in trailers looks pretty incredible, 00:09:26.100 --> 00:09:30.060 so I am really excited to finally see all this for myself pretty soon. 00:09:30.620 --> 00:09:34.320 And the other honorable mention goes to Monster Hunter World: Iceborne, 00:09:34.358 --> 00:09:36.538 which I would talk about at length here, 00:09:36.563 --> 00:09:40.506 but I already said all the exact same nice things about Monster Hunter World last year. 00:09:40.550 --> 00:09:43.681 So just take everything I said back in the 2018 00:09:43.706 --> 00:09:46.367 Favorites videos and add some snow I guess, 00:09:46.400 --> 00:09:51.200 because the animation in this expansion is every bit as fantastic. 00:09:52.240 --> 00:09:56.900 And finally, before we wrap up, let’s talk about Untitled Goose Game. 00:09:56.918 --> 00:10:01.913 Because having incredible game animation isn’t always about realistic fidelity, 00:10:01.938 --> 00:10:04.751 or massive scope or flashy movesets. 00:10:04.776 --> 00:10:09.235 Sometimes it’s about getting one crucial thing exactly right. 00:10:09.260 --> 00:10:13.561 And for this game, that thing is the goose. 00:10:13.630 --> 00:10:18.243 The perfection of that waddle completes the comedy of this game. 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. 00:10:23.884 --> 00:10:28.382 And so many of your available moves double as a tool for player expression! 00:10:28.407 --> 00:10:31.664 Like, I’m sure this wing-extension move does something practical, 00:10:31.689 --> 00:10:35.156 but most of the time I’m just using it to go MYEHHHHHHHH. 00:10:35.215 --> 00:10:38.370 Seriously, though, if this waddle didn’t feel just right, 00:10:38.395 --> 00:10:42.220 I’ll bet this entire game would feel noticeably less entertaining. 00:10:42.245 --> 00:10:46.366 And that makes this one incredible piece of animation. 00:10:50.414 --> 00:10:53.336 But I think that should do it! Did I miss anything? 00:10:53.361 --> 00:10:55.833 I mean, I will admit I haven’t quite finished 00:10:55.858 --> 00:10:58.365 playing every single game that came out in 2019, 00:10:58.390 --> 00:11:00.627 so… yes, probably I did miss something. 00:11:00.652 --> 00:11:03.553 But, if you happen to know of any games with stellar animation 00:11:03.578 --> 00:11:04.595 that I didn’t mention, 00:11:04.620 --> 00:11:06.021 please do call them out in the comments, 00:11:06.046 --> 00:11:08.504 because I’m always eager to see something cool! 00:11:08.529 --> 00:11:11.897 And here’s to all the great game animation coming in 2020! 00:11:11.922 --> 00:11:14.436 I’ve got a lot planned for New Frame Plus this year, 00:11:14.461 --> 00:11:16.873 so be sure to subscribe so you don’t want to miss out. 00:11:16.898 --> 00:11:20.206 And consider supporting the show like all these wonderful people. 00:11:20.231 --> 00:11:22.845 Thanks for watching, and I will see you next time! 00:11:22.870 --> 00:11:34.650 [music]