WEBVTT 00:00:00.940 --> 00:00:03.580 Hello, and welcome to New Frame Plus! 00:00:03.580 --> 00:00:05.800 It’s been a good year for video game animation, 00:00:05.800 --> 00:00:08.500 and since 2018 is just about wrapped up 00:00:08.500 --> 00:00:13.820 I thought it might be fun to list some of my favorite examples of game animation I saw this year. 00:00:13.820 --> 00:00:17.360 Not necessarily the BEST Animation of the Year, Hands Down, 00:00:17.360 --> 00:00:20.460 just the stuff that impressed or excited me most. 00:00:20.500 --> 00:00:25.180 We have got a lot of games worth talking about, so let’s just start running down the list! 00:00:27.400 --> 00:00:29.680 I want to start with God of War. 00:00:29.680 --> 00:00:32.860 Sony Santa Monica has always done amazing work, 00:00:32.860 --> 00:00:36.400 especially when it comes to combat animation and big set pieces. 00:00:38.740 --> 00:00:43.600 But the thing that impressed me most this time around wasn't the big bombastic moments, 00:00:43.600 --> 00:00:45.320 but the small ones. 00:00:45.320 --> 00:00:48.220 The moments of stillness and quiet. 00:01:02.080 --> 00:01:07.280 I’ve never seen a God of War game put so much emphasis on character performance, 00:01:07.280 --> 00:01:08.620 and I love it. 00:01:08.620 --> 00:01:11.720 There is some really nice, subtle character acting in here, 00:01:11.720 --> 00:01:15.420 and I love that the game gives these little scenes the time they need 00:01:15.420 --> 00:01:18.200 instead of just rushing through to the next fight. 00:01:18.200 --> 00:01:21.100 If this is the direction they want to take God of War in the future, 00:01:21.100 --> 00:01:23.720 then I am 100% on board. 00:01:23.740 --> 00:01:25.360 Also, it has to be said: 00:01:25.360 --> 00:01:30.000 nobody sells scale through animation quite like Sony Santa Monica. 00:01:32.160 --> 00:01:33.120 Hot dang. 00:01:36.000 --> 00:01:36.820 Next up... 00:01:36.820 --> 00:01:38.820 Smash Bros Ultimate 00:01:40.360 --> 00:01:42.700 I already made three videos (and counting) 00:01:42.700 --> 00:01:45.040 about what makes the character animation in this game work, 00:01:45.040 --> 00:01:48.640 and everything I already said is still true of Ultimate. 00:01:48.640 --> 00:01:52.180 It is genuinely impressive how Smash Bros somehow manages 00:01:52.180 --> 00:01:54.840 to make this enormous grab bag of characters 00:01:54.840 --> 00:01:57.780 all feel like they belong together in one game, 00:01:57.780 --> 00:02:01.340 without sacrificing what makes any one of them unique or special. 00:02:01.340 --> 00:02:03.440 That is a daunting challenge, 00:02:03.440 --> 00:02:06.880 and yet, no matter how many new characters they add to this roster, 00:02:06.880 --> 00:02:09.940 Smash Bros just keeps making it look easy. 00:02:18.560 --> 00:02:19.700 Next up: 00:02:19.700 --> 00:02:20.800 Moss 00:02:25.120 --> 00:02:27.140 This mouse is amazing. 00:02:27.980 --> 00:02:31.440 I’ve only had the chance to see bits and pieces of the game so far, 00:02:31.440 --> 00:02:35.100 but Quill is already one of my favorite video characters. 00:02:35.100 --> 00:02:39.260 Her animation is just loaded with appeal and extremely polished, 00:02:39.260 --> 00:02:44.420 which is all the more impressive given that (I think) Polyarc only has one animator on their team? 00:02:44.430 --> 00:02:47.340 I mean, Richard Lico has been in this industry a long time, 00:02:47.340 --> 00:02:50.100 so I’m not SURPRISED the animation’s this great 00:02:50.100 --> 00:02:51.740 but I am still impressed. 00:02:51.740 --> 00:02:54.920 And my favorite part of all is that, as you play, 00:02:54.920 --> 00:02:57.440 Quill communicates with you, the player, 00:02:57.440 --> 00:02:59.440 using sign language. 00:03:01.800 --> 00:03:04.460 Sometimes to give you a hint for a puzzle or something, 00:03:04.460 --> 00:03:07.040 sometimes just to tell you how she’s feeling. 00:03:08.080 --> 00:03:13.379 As far as I know, Quill is the first video game protagonist to communicate using ASL, 00:03:13.380 --> 00:03:16.400 (at least, outside of the educational gaming space). 00:03:16.400 --> 00:03:21.040 This is a specific form of inclusivity that gaming hasn’t really done much of yet, 00:03:21.040 --> 00:03:23.740 and it just makes me love this mouse all the more. 00:03:23.740 --> 00:03:26.420 When I do eventually pick up a PlayStation VR, 00:03:26.420 --> 00:03:29.840 it is primarily going to be so I can finally meet this mouse, 00:03:29.840 --> 00:03:32.420 and I am REALLY looking forward to that. 00:03:37.620 --> 00:03:38.500 Next up: 00:03:39.400 --> 00:03:40.900 Just Shapes & Beats 00:03:43.240 --> 00:03:45.620 If you watch our sister channel, PlayFrame, 00:03:45.620 --> 00:03:50.100 then you already know that this rhythm bullet hell was one of my favorite games of the year, 00:03:50.100 --> 00:03:52.200 but one of the things that most surprised me about it 00:03:52.200 --> 00:03:55.340 was how effective it’s minimalist animation was. 00:03:55.340 --> 00:03:58.180 I mean, the entire game is just simple shapes: 00:03:58.180 --> 00:04:00.360 the environments, the projectiles, 00:04:00.360 --> 00:04:02.060 the enemies, the characters... 00:04:02.060 --> 00:04:05.440 but the animation on all of them is still really charming. 00:04:05.440 --> 00:04:06.920 And (this I did NOT expect)... 00:04:06.920 --> 00:04:10.900 in some cases, it comes together in some downright impressive spectacle! 00:04:14.220 --> 00:04:17.480 I highly recommend checking this one out if you haven’t yet, because... 00:04:17.480 --> 00:04:18.480 It is a DELIGHT. 00:04:23.520 --> 00:04:25.420 Another one of my favorites this year 00:04:25.420 --> 00:04:27.480 was Monster Hunter World. 00:04:28.560 --> 00:04:32.940 Now, Monster Hunter has always had some of the best creature animation in the business, 00:04:32.940 --> 00:04:36.180 but with World finally bringing the series back to home consoles 00:04:36.180 --> 00:04:38.960 and cranking up the AAA fidelity big time, 00:04:38.960 --> 00:04:43.440 that amazing creature animation is finally getting a chance to really shine. 00:04:43.440 --> 00:04:46.620 The physicality on these creatures is so good, 00:04:46.620 --> 00:04:49.160 and the way these games encourage you to improve 00:04:49.160 --> 00:04:55.100 by learning each monster’s body language to predict their next move is just so well-executed. 00:04:55.100 --> 00:04:57.300 The player character’s animation is top notch too, 00:04:57.300 --> 00:05:00.020 with some really impressive weapon attack combo work. 00:05:00.020 --> 00:05:02.060 And, of course, most important of all... 00:05:02.060 --> 00:05:03.860 it has MULTIPLE cutscenes 00:05:03.860 --> 00:05:06.280 in which an army of chef cats make you dinner. 00:05:06.280 --> 00:05:07.180 So…. 00:05:07.180 --> 00:05:09.900 your move, Rest of the Game Industry. 00:05:17.560 --> 00:05:18.560 Next up: 00:05:18.560 --> 00:05:19.780 Spider-Man 00:05:20.760 --> 00:05:24.620 I already made a video about this game’s animation, and everything I said about that 00:05:24.630 --> 00:05:28.900 particular Zip-to-Point swing applies to the rest of animation in the game. 00:05:28.900 --> 00:05:30.820 The web swinging animation looks amazing, 00:05:30.820 --> 00:05:32.460 the combat work looks great… 00:05:32.460 --> 00:05:36.640 and all of it perfectly capturing that unique Spider-Man movement style. 00:05:36.640 --> 00:05:38.880 It’s just exceptional work all around. 00:05:38.880 --> 00:05:41.820 Not to mention some really effective story scene performances. 00:05:41.820 --> 00:05:45.560 Kudos to both the animators and all of the motion capture performers 00:05:45.560 --> 00:05:48.840 for bringing this character's world to life so effectively. 00:05:55.480 --> 00:05:59.220 And it would definitely be silly if I did not also include on this list: 00:05:59.220 --> 00:06:00.680 Red Dead Redemption 2 00:06:02.100 --> 00:06:04.600 I already did a whole video on this one too, 00:06:04.600 --> 00:06:07.540 but whatever misgivings I may have expressed in that episode, 00:06:07.540 --> 00:06:13.260 there is no question that the attention to detail on display here IS incredible. 00:06:13.260 --> 00:06:17.720 And not just because of all the realistic ways your character performs mundane actions 00:06:17.720 --> 00:06:19.640 (although those do look amazing) 00:06:19.640 --> 00:06:24.700 Even just the fundamentals of movement and aiming your gun and riding your horse 00:06:24.700 --> 00:06:26.780 just look so darn solid. 00:06:27.280 --> 00:06:30.580 Like, this is probably boring for anyone who’s not me, but... 00:06:30.580 --> 00:06:34.020 I really like Arthur’s crouched movement animation set. 00:06:34.020 --> 00:06:36.000 Just that hunched over walk, 00:06:36.000 --> 00:06:38.780 the way he settles onto one knee when you stop, 00:06:38.780 --> 00:06:42.800 and the little fidgets as he tries to get into a comfortable kneeling position... 00:06:42.800 --> 00:06:48.560 Say what you will about the sluggish movement, but these little natural details are so fantastic 00:06:48.560 --> 00:06:51.620 and they are EVERYWHERE in this character’s animation. 00:06:51.620 --> 00:06:55.520 Another salute to the animation team behind this gargantuan project, 00:06:55.520 --> 00:06:58.020 and I still hope your employer starts to treat y’all 00:06:58.020 --> 00:07:01.400 with the respect and sustainable work conditions you deserve. 00:07:08.720 --> 00:07:09.520 Moving on... 00:07:09.840 --> 00:07:11.200 Super Mario Party 00:07:13.060 --> 00:07:17.980 Any time you have to animate a wide variety of characters performing the same task, 00:07:17.980 --> 00:07:22.940 that's a great opportunity to create some contrast and express each character’s personality 00:07:22.940 --> 00:07:26.660 by showing how THEY specifically look doing that task. 00:07:26.660 --> 00:07:28.540 But with a character like, say... 00:07:28.540 --> 00:07:29.580 Goomba 00:07:29.580 --> 00:07:32.300 you’ve got an opportunity to get REALLY creative, 00:07:32.300 --> 00:07:36.700 because they CAN’T do most of these activities like the rest of the crew. 00:07:36.700 --> 00:07:37.980 They gots no hands. 00:07:37.980 --> 00:07:40.800 And I love that the animators took this opportunity 00:07:40.800 --> 00:07:43.340 to actually try and show Goomba doing each 00:07:43.340 --> 00:07:45.580 of these games in their own way. 00:07:45.580 --> 00:07:47.120 Balancing stuff on their head... 00:07:47.120 --> 00:07:48.560 grabbing stuff in their mouth... 00:07:48.560 --> 00:07:50.420 It is ADORABLE. 00:07:50.420 --> 00:07:53.680 And they just look so happy to finally be at the party! 00:07:53.680 --> 00:07:55.920 Look at how much fun they’re having! 00:07:55.920 --> 00:07:56.980 I love ‘em. 00:08:03.120 --> 00:08:08.080 Now we had some really great pixel animation work came out of the indie scene this year. 00:08:08.080 --> 00:08:13.400 We had Dead Cells with their really clever 'pixel art/3D animation' hybrid technique. 00:08:13.400 --> 00:08:18.300 We had Octopath Traveler, which didn’t necessarily break any new ground on the animation front, 00:08:18.300 --> 00:08:22.180 but did feature a uniquely gorgeous 3D implementation. 00:08:22.180 --> 00:08:25.040 And we finally saw the release of Iconoclasts, 00:08:25.040 --> 00:08:28.940 which is remarkably well-animated for a single-person project. 00:08:28.940 --> 00:08:32.560 Whenever an entire game is being made by one person, 00:08:32.560 --> 00:08:35.960 I don’t usually expect to see the same quality of animation 00:08:35.960 --> 00:08:38.700 that I would expect from someone who specializes in it, 00:08:38.700 --> 00:08:41.360 but Robin’s animation in this looks awesome! 00:08:41.360 --> 00:08:45.040 Just her run is so charming. And really distinct! 00:08:45.040 --> 00:08:48.500 I’d be impressed by this run if a full-time animator made it, 00:08:48.500 --> 00:08:50.400 and the fact that the guy who animated this 00:08:50.400 --> 00:08:53.480 ALSO made the entire rest of the video game? 00:08:53.480 --> 00:08:54.640 That's amazing. 00:08:58.440 --> 00:09:00.700 And speaking of great pixel animation... 00:09:00.700 --> 00:09:02.820 have y’all seen Bomb Chicken? 00:09:09.460 --> 00:09:10.480 Dang. 00:09:10.480 --> 00:09:11.580 Look at that. 00:09:12.040 --> 00:09:14.300 I honestly don’t know what else to say about it. 00:09:14.300 --> 00:09:17.220 This game is just pure pixel art appeal. 00:09:17.420 --> 00:09:20.940 Look at that wild squash and stretch when it lays a bomb! 00:09:21.040 --> 00:09:23.020 Look at that animated explosion! 00:09:24.040 --> 00:09:25.720 Look at it’s bouncy walk! 00:09:25.960 --> 00:09:28.540 Aww and look at the way it settles when you stop. 00:09:28.540 --> 00:09:30.460 Highly recommend checking this game out. 00:09:30.460 --> 00:09:33.980 this is seriously some of the best pixel animation I’ve seen all year. 00:09:33.980 --> 00:09:36.720 Also the gameplay is really clever and fun, which... 00:09:36.720 --> 00:09:38.200 that's a nice bonus! 00:09:46.280 --> 00:09:48.780 Spyro Reignited Trilogy 00:09:49.620 --> 00:09:53.060 Now I don’t personally have a childhood history with the Spyro games, 00:09:53.060 --> 00:09:56.920 but I do really love some of the animation work I’m seeing in this remake. 00:09:56.920 --> 00:09:59.860 Toys for Bob had a really exciting opportunity here 00:09:59.860 --> 00:10:02.440 to not only reproduce the charm of the original 00:10:02.440 --> 00:10:05.020 but to amplify and build upon it. 00:10:05.029 --> 00:10:07.939 And I'm so happy that they went all in on this. 00:10:07.940 --> 00:10:13.840 I so love that they not only gave so many of these characters more detailed and distinct designs, 00:10:13.840 --> 00:10:16.860 but also more distinct animated performances! 00:10:16.860 --> 00:10:21.200 It’s really fun going back and forth between the originals and the remakes 00:10:21.200 --> 00:10:25.600 and seeing how the animators delivered the more specific, nuanced acting choices 00:10:25.600 --> 00:10:28.540 that these higher-fidelity character models are capable of. 00:10:28.540 --> 00:10:32.100 I mean, look at some of these complete animation overhauls! 00:10:32.100 --> 00:10:35.600 "Oh, hello! We didn't get a chance to introduce ourselves before. 00:10:35.640 --> 00:10:37.520 My name is Elora." 00:10:37.520 --> 00:10:39.240 "Uh, hi! I'm Spyro. 00:10:39.240 --> 00:10:41.220 What are you? Some kind of goat?" 00:10:41.220 --> 00:10:43.120 "I'm a FAWN, you dork." 00:10:43.120 --> 00:10:44.060 "Oh! Sorry." 00:10:44.420 --> 00:10:46.000 "Oh no." 00:10:48.140 --> 00:10:52.080 "Oh, hello! We didn't get a chance to introduce ourselves before." 00:10:52.080 --> 00:10:53.580 "My name is Elora." 00:10:53.580 --> 00:10:56.220 "Uh, hi! I'm Spyro." 00:10:56.220 --> 00:10:57.940 "What are you, some kind of goat?" 00:10:58.600 --> 00:11:00.540 "I'm a fawn, you dork." 00:11:00.880 --> 00:11:02.040 "Oh! Sorry." 00:11:02.400 --> 00:11:07.100 Seriously, way to bring an old classic back with more character appeal than it started with. 00:11:09.680 --> 00:11:13.980 Finally, it would be utterly ridiculous of me to not include in this video: 00:11:14.020 --> 00:11:15.540 Dragon Ball FighterZ. 00:11:16.240 --> 00:11:17.160 Or Dragon Ball Fighters? 00:11:17.160 --> 00:11:18.500 I don't know what it's supposed to be. 00:11:18.500 --> 00:11:19.080 Look. 00:11:19.080 --> 00:11:23.280 People have been trying to emulate the look of hand drawn anime in 3D games 00:11:23.280 --> 00:11:24.640 for a long time. 00:11:24.640 --> 00:11:27.800 Some of them have been reasonably successful at achieving that goal. 00:11:27.800 --> 00:11:29.520 Others, not so much. 00:11:29.520 --> 00:11:34.720 But what Arc System Works has been doing with Guilty Gear Xrd and now Dragon Ball FighterZ 00:11:34.720 --> 00:11:36.840 is some next level stuff. 00:11:36.840 --> 00:11:42.380 The amount of care and detail work that has gone into trying to make these 3D character models 00:11:42.380 --> 00:11:46.699 convincingly appear to be 2D animation is incredible. 00:11:46.699 --> 00:11:48.519 I might have to do an episode on this later. 00:11:48.520 --> 00:11:51.100 It's just so stupidly cool. 00:11:51.100 --> 00:11:54.580 And that they’ve done this well on their first and second attempts 00:11:54.580 --> 00:11:59.000 makes me REALLY excited for what they’re gonna be capable of a few years from now. 00:12:02.880 --> 00:12:03.800 Oh! Also... 00:12:03.800 --> 00:12:05.560 I haven’t had a chance to play this one yet, 00:12:05.560 --> 00:12:08.400 but I’m just gonna give an Honorable Mention to Gris? 00:12:08.400 --> 00:12:09.920 Because... I don’t know. 00:12:09.920 --> 00:12:12.740 I just have a feeling it’s going to belong on this list. 00:12:13.100 --> 00:12:14.000 Hot dang. 00:12:27.700 --> 00:12:29.340 And I think that’ll do it! 00:12:29.350 --> 00:12:30.360 Did I miss anything? 00:12:30.360 --> 00:12:32.340 I probably did, honestly. 00:12:32.340 --> 00:12:35.860 Between animating at my day job and running two YouTube channels, 00:12:35.860 --> 00:12:39.540 it’s pretty hard for me to keep up with everything that comes out in a year. 00:12:39.540 --> 00:12:43.960 But if you do know of some amazingly-animated game which isn’t on this list, 00:12:43.960 --> 00:12:45.660 go ahead and call it out in the comments 00:12:45.660 --> 00:12:47.920 because I would hate to miss out on something cool. 00:12:47.930 --> 00:12:53.430 Anyway, here’s to all the great game animation that 2019 no doubt has in store for us! 00:12:53.430 --> 00:12:55.540 It’s been an exciting first year for this channel, 00:12:55.540 --> 00:12:59.960 and I’ve got a lot of videos planned for next year which I am also very excited about. 00:12:59.960 --> 00:13:03.639 If you haven’t already, go ahead and subscribe to make sure you don’t miss any of them. 00:13:03.639 --> 00:13:07.100 Thanks for watching and have yourselves a lovely new year!