1 00:00:01,093 --> 00:00:02,067 Hello there! 2 00:00:02,092 --> 00:00:03,600 Welcome to New Frame Plus, 3 00:00:03,625 --> 00:00:06,005 a series about video game animation. 4 00:00:06,030 --> 00:00:11,216 Persona 5 is one of the most eye-catching games of 2017 AND 2019. 5 00:00:11,241 --> 00:00:13,521 And the Persona team keeps doing this 6 00:00:13,546 --> 00:00:16,233 on considerably smaller budgets and team sizes 7 00:00:16,258 --> 00:00:19,533 than most of their competition in the AAA RPG space, 8 00:00:19,558 --> 00:00:22,330 making up for any shortcomings in fidelity with 9 00:00:22,355 --> 00:00:25,373 strong art direction and overwhelming style. 10 00:00:25,398 --> 00:00:27,467 But how are they doing that? 11 00:00:27,492 --> 00:00:30,931 Animation is slow work, which means it’s expensive, 12 00:00:30,956 --> 00:00:34,423 so how does this team manage such an eye-popping anime aesthetic 13 00:00:34,448 --> 00:00:38,700 for 80+ hours straight without spending Final Fantasy money? 14 00:00:38,725 --> 00:00:40,767 To find out, let’s break down the animation 15 00:00:40,792 --> 00:00:44,200 of one of the most intensely stylish sequences in the game, 16 00:00:44,220 --> 00:00:46,040 the All-Out Attack. 17 00:00:46,960 --> 00:00:50,440 All Out Attacks are basically a high-damage dog-pile maneuver 18 00:00:50,464 --> 00:00:52,952 which requires some strategizing to set up. 19 00:00:52,977 --> 00:00:55,281 When you hit enemies with something that they are weak to, 20 00:00:55,306 --> 00:00:58,773 it will knock them down and leave them vulnerable until their next turn. 21 00:00:58,798 --> 00:01:03,429 If you can manage to knock down every enemy on the field, this will trigger a Hold Up, 22 00:01:03,454 --> 00:01:07,151 where your entire team moves in on the vulnerable enemy line. 23 00:01:07,176 --> 00:01:08,792 From here, you've got a lot of options: 24 00:01:08,817 --> 00:01:12,363 you can try to convince the enemy to join you as a summon-able persona, 25 00:01:12,388 --> 00:01:14,797 you can extort them for money or items, 26 00:01:14,822 --> 00:01:19,479 OR you can take advantage of your position and perform an All Out Attack. 27 00:01:19,504 --> 00:01:22,600 If you choose that option, this will initiate a short, 28 00:01:22,625 --> 00:01:26,445 flashy cut-scene in which your entire team attacks the enemy at once in a 29 00:01:26,470 --> 00:01:27,900 glorious swarm. 30 00:01:27,925 --> 00:01:31,800 Now, in the event that your opponent survives this, battle will simply resume. 31 00:01:31,825 --> 00:01:35,567 But in the much-more-likely event that your enemies are completely wiped out, 32 00:01:35,592 --> 00:01:38,233 you are rewarded with a special victory screen 33 00:01:38,258 --> 00:01:40,736 featuring the character who initiated the attack. 34 00:01:40,761 --> 00:01:44,545 These are unique for every party member, and they are all great. 35 00:01:44,570 --> 00:01:48,196 Now, there are a LOT of moving parts in this All-Out Attack sequence, 36 00:01:48,221 --> 00:01:51,000 and they all come and go in the blink of an eye so, 37 00:01:51,025 --> 00:01:53,487 let’s try to break this down into chunks. 38 00:01:53,512 --> 00:01:56,867 From the Hold Up screen, as soon as you select All-Out Attack, 39 00:01:56,892 --> 00:01:59,467 your entire party first stows their firearms 40 00:01:59,492 --> 00:02:01,303 and switches back to melee weapons. 41 00:02:01,328 --> 00:02:04,081 These are just the default animations your characters do 42 00:02:04,106 --> 00:02:06,621 whenever you swap back to melee weapons during battle. 43 00:02:06,646 --> 00:02:11,314 And the instant everybody returns to their idle pose, they immediately leap backward. 44 00:02:11,339 --> 00:02:15,033 Your main character, Joker, has the most eye-catching jump of the bunch, 45 00:02:15,058 --> 00:02:17,304 which is good, because he’s always in your party 46 00:02:17,329 --> 00:02:20,108 and he’s always going to be front and center on this screen. 47 00:02:20,133 --> 00:02:22,198 And then, just as your characters land, 48 00:02:22,223 --> 00:02:25,800 the battlefield is obscured by a big 2D animated dust cloud, 49 00:02:25,825 --> 00:02:28,230 which serves to hide a scenery change. 50 00:02:28,255 --> 00:02:31,033 When the cloud clears, your party is now clustered together 51 00:02:31,058 --> 00:02:33,918 and facing camera, against a flat red background. 52 00:02:33,943 --> 00:02:36,323 The camera pulls back, the background cracks 53 00:02:36,348 --> 00:02:40,370 and the lighting on your 3D characters dims until they’re nothing but silhouettes, 54 00:02:40,395 --> 00:02:43,333 visually flattening them into a 2D shape. 55 00:02:43,358 --> 00:02:45,585 And then everybody springs into action. 56 00:02:45,610 --> 00:02:48,919 And I really like how they’re not all jumping at the exact same time! 57 00:02:48,944 --> 00:02:51,220 There is a nice staggered rhythm to this. 58 00:02:51,240 --> 00:02:54,800 Morgana even does a smaller hop before leaping out of frame. 59 00:02:54,820 --> 00:02:58,220 And in real time, obviously, this is all happening super fast. 60 00:02:58,240 --> 00:03:00,440 The time between the 2D dust cloud wipe 61 00:03:00,471 --> 00:03:03,514 and everybody leaving frame is like 1 second, tops, 62 00:03:03,539 --> 00:03:07,271 but that variation in their exit timing adds some really nice texture. 63 00:03:07,296 --> 00:03:08,541 It’s the little touches like that, 64 00:03:08,566 --> 00:03:12,733 that make this whole sequence feel so viscerally satisfying in motion. 65 00:03:12,758 --> 00:03:15,960 So once everybody is off screen, there’s another screen shake, 66 00:03:15,985 --> 00:03:18,700 the fractured background shatters and your party members’ 67 00:03:18,725 --> 00:03:21,133 portraits appear in the foreground shards. 68 00:03:21,158 --> 00:03:25,405 Then all the fragments fly past camera, setting us up for another scene change. 69 00:03:25,430 --> 00:03:28,567 We pull back to see the darkened silhouette of our opponent. 70 00:03:28,592 --> 00:03:32,033 And this is still a 3D model that we're looking at, but again, 71 00:03:32,058 --> 00:03:35,757 because of the absence of lighting, it appears like a flat 2D shape, 72 00:03:35,782 --> 00:03:39,487 which helps them to fit right in to this barrage of 2D effects animation 73 00:03:39,512 --> 00:03:40,783 they are being pummeled with. 74 00:03:40,808 --> 00:03:42,000 The screen shakes. 75 00:03:42,025 --> 00:03:45,915 Darkened 2D blurs representing your characters streak across the screen. 76 00:03:45,940 --> 00:03:48,720 The enemy plays their hit react animation on loop. 77 00:03:48,745 --> 00:03:53,547 Onomatopoeic katakana and impact flashes are everywhere… it’s awesome. 78 00:03:53,572 --> 00:03:56,467 And then one final bright flash fills the screen, 79 00:03:56,492 --> 00:03:59,340 clearing the board and setting up the final scene change. 80 00:03:59,365 --> 00:04:01,668 Whichever character initiated the All-Out Attack 81 00:04:01,693 --> 00:04:03,933 drops down onto a flat red and black field 82 00:04:03,958 --> 00:04:06,880 with the enemy silhouetted behind, does a little flourish. 83 00:04:06,905 --> 00:04:10,233 And then, with a snappy zoom, your 3D character is swapped 84 00:04:10,258 --> 00:04:13,467 for a gorgeous hand drawn rendition and the background is filled 85 00:04:13,492 --> 00:04:15,127 with an animated splash screen 86 00:04:15,152 --> 00:04:18,090 as the enemy bursts in a silhouetted blood spray effect. 87 00:04:18,115 --> 00:04:21,725 When you frame through this, you can actually see the the one-frame cross-fade 88 00:04:21,750 --> 00:04:25,058 from the 3D model to the pose-matched 2D art! 89 00:04:25,083 --> 00:04:28,154 Again, every member of the party has a different version of this screen 90 00:04:28,179 --> 00:04:29,467 and they all look amazing. 91 00:04:29,492 --> 00:04:32,600 And even here there's a lot of subtle animation happening. 92 00:04:32,625 --> 00:04:35,164 There’s that shake on the 2D assets emphasizing 93 00:04:35,189 --> 00:04:37,138 the impact of the zoom transition, 94 00:04:37,163 --> 00:04:40,133 and the slight drifting rotation of the 2D layers? 95 00:04:40,158 --> 00:04:42,021 Mmm. It's very good. 96 00:04:42,046 --> 00:04:46,572 All of the action I just described happens within the span of like 8 seconds, 97 00:04:46,597 --> 00:04:50,963 but that action is so well-composed that it not only reads clearly throughout, 98 00:04:50,988 --> 00:04:54,800 but you don’t even get a chance to notice when any individual element is 99 00:04:54,825 --> 00:04:56,455 maybe a little lackluster. 100 00:04:56,480 --> 00:05:00,212 Which is good, because that element is usually the character animation. 101 00:05:00,237 --> 00:05:03,545 Like, if I really wanted to get in there and nitpick things a bit, 102 00:05:03,570 --> 00:05:08,079 I can see plenty of places where the animation on the 3D characters is a little 103 00:05:08,104 --> 00:05:09,402 rough around the edges. 104 00:05:09,489 --> 00:05:14,561 Like, here: Ryuji’s transition from Hold Up stance to his weapon swapping animation 105 00:05:14,586 --> 00:05:17,233 results in this quick, slide-y 180 degree turn, 106 00:05:17,258 --> 00:05:20,100 because the two animations don’t start with the same foot forward. 107 00:05:20,125 --> 00:05:21,667 You usually don’t want that. 108 00:05:21,692 --> 00:05:23,733 And his little weapon twirl right after - 109 00:05:23,758 --> 00:05:27,990 while a cool touch - isn’t animated in a way that makes much physical sense. 110 00:05:28,015 --> 00:05:30,847 Or Joker’s back handspring here: it looks pretty nice, 111 00:05:30,872 --> 00:05:33,572 but it could use a more pronounced anticipating crouch 112 00:05:33,597 --> 00:05:35,765 to sell the physicality of the jump better. 113 00:05:35,825 --> 00:05:37,933 It’s little polishy stuff like that. 114 00:05:37,958 --> 00:05:41,633 And there’s a number of tiny imperfections in the screen transitions too, 115 00:05:41,658 --> 00:05:44,733 like, how your party members often pop into place a few frames 116 00:05:44,758 --> 00:05:46,633 after the dust cloud already passed, 117 00:05:46,658 --> 00:05:49,333 and sometimes the characters are even partially clipping 118 00:05:49,358 --> 00:05:51,580 through the red backdrop for a couple of frames. 119 00:05:51,605 --> 00:05:55,567 But good luck spotting ANY of those rough edges when you play this back at speed. 120 00:05:55,592 --> 00:05:59,000 All those tiny little flaws just get completely lost 121 00:05:59,025 --> 00:06:02,106 in the larger whirling tapestry of movement here. 122 00:06:02,131 --> 00:06:05,704 If anything, framing through this and seeing those tiny little seams 123 00:06:05,720 --> 00:06:10,820 really only serves to highlight how intricately-choreographed this whole sequence is. 124 00:06:11,000 --> 00:06:12,940 This right here is a microcosm 125 00:06:12,966 --> 00:06:16,033 of everything that makes the animation in Persona work: 126 00:06:16,058 --> 00:06:19,525 in the places where the polish and fidelity of the character animation 127 00:06:19,550 --> 00:06:23,467 kind of underwhelms, a bombardment of gorgeous 2D art, 128 00:06:23,492 --> 00:06:26,563 and effects and UI animation picks up the slack. 129 00:06:26,588 --> 00:06:28,785 Because, to be a little blunt about it, 130 00:06:28,810 --> 00:06:31,074 there is not much especially remarkable 131 00:06:31,099 --> 00:06:34,100 about the 3D character animation in Persona games. 132 00:06:34,125 --> 00:06:35,963 And I’m not meaning that as an insult! 133 00:06:35,988 --> 00:06:39,296 For a franchise that has historically had to make modest budgets 134 00:06:39,321 --> 00:06:42,656 and small dev teams go a very very long way, 135 00:06:42,681 --> 00:06:44,561 I think they’ve done a fantastic job. 136 00:06:44,586 --> 00:06:49,767 But if you actually look at most of the game’s 3D character animation in isolation, 137 00:06:49,792 --> 00:06:51,889 very little of it stands out. 138 00:06:51,914 --> 00:06:55,619 Like, if you’re just looking at the 3D characters in these story scenes, 139 00:06:55,644 --> 00:06:58,212 just their gestures and their physical acting, 140 00:06:58,237 --> 00:07:01,900 nothing about these performances is all that striking or impressive. 141 00:07:01,925 --> 00:07:05,831 BUT, reinforce those animations with some gorgeous character portraits 142 00:07:05,856 --> 00:07:09,785 so that every line of dialog has some more nuanced expressiveness attached, 143 00:07:09,810 --> 00:07:11,478 and suddenly it pops! 144 00:07:11,503 --> 00:07:15,737 And layered on top of that, you’ve got a dialog box wobbling with chaotic energy, 145 00:07:15,762 --> 00:07:19,567 plus some extreme close-up splashes to punctuate spikes in emotion… 146 00:07:19,592 --> 00:07:23,633 put all of that together and now you’ve got a yourself a pretty dynamic scene. 147 00:07:23,658 --> 00:07:25,900 It’s the same with the battle interface too! 148 00:07:25,925 --> 00:07:29,323 A lot of these battle animations are actually pretty darned solid to begin with, 149 00:07:29,348 --> 00:07:33,079 but even so, none of this would be nearly so visually striking 150 00:07:33,104 --> 00:07:35,133 without all those 2D hit effects, 151 00:07:35,158 --> 00:07:38,000 and those really stylish screen wipes between turns, 152 00:07:38,025 --> 00:07:42,986 and also that INCREDIBLE animated menu interface layered behind your character. 153 00:07:43,011 --> 00:07:47,192 The 3D character animation in Persona is like a foundation layer, 154 00:07:47,217 --> 00:07:51,663 with all of the 2D art that actually makes things pop built on top of it. 155 00:07:51,688 --> 00:07:54,508 The streamlined efficiency of this animation 156 00:07:54,533 --> 00:07:55,869 approach is what makes it possible 157 00:07:55,894 --> 00:07:59,626 for the Persona team to produce an absurd quantity of story scenes. 158 00:07:59,651 --> 00:08:03,560 And because this game’s art direction is so incredibly cohesive, 159 00:08:03,585 --> 00:08:09,733 this 2D/3D hybrid anime-infused aesthetic far exceeds the sum of its parts. 160 00:08:09,758 --> 00:08:11,367 The character animation in Persona 161 00:08:11,392 --> 00:08:15,227 may not have nearly the animation fidelity of a Final Fantasy, 162 00:08:15,252 --> 00:08:18,746 nor stay as true to the anime aesthetic as a Guilty Gear. 163 00:08:18,771 --> 00:08:24,102 And yet, these games still transcend their budget limitations with overwhelming style. 164 00:08:24,120 --> 00:08:26,500 And I think that is very cool. 165 00:08:26,800 --> 00:08:30,180 A special thanks to Hank Kleinberg for suggesting this topic, 166 00:08:30,211 --> 00:08:33,255 and for giving me an excuse to listen to a LOT of Persona music. 167 00:08:33,280 --> 00:08:35,333 If you enjoyed this animation breakdown, 168 00:08:35,358 --> 00:08:37,144 then consider hitting that Subscribe button, 169 00:08:37,169 --> 00:08:39,867 maybe even that little bell thingy if you’re feeling feisty. 170 00:08:39,892 --> 00:08:42,280 Or hey, you could consider supporting the show directly 171 00:08:42,305 --> 00:08:44,502 like all these good delinquents over here. 172 00:08:44,554 --> 00:08:47,968 Thank you for watching, and I’ll see you next time. 173 00:08:47,993 --> 00:09:00,031 [music]