WEBVTT 00:00:01.093 --> 00:00:02.067 Hello there! 00:00:02.092 --> 00:00:03.600 Welcome to New Frame Plus, 00:00:03.625 --> 00:00:06.005 a series about video game animation. 00:00:06.030 --> 00:00:11.216 Persona 5 is one of the most eye-catching games of 2017 AND 2019. 00:00:11.241 --> 00:00:13.521 And the Persona team keeps doing this 00:00:13.546 --> 00:00:16.233 on considerably smaller budgets and team sizes 00:00:16.258 --> 00:00:19.533 than most of their competition in the AAA RPG space, 00:00:19.558 --> 00:00:22.330 making up for any shortcomings in fidelity with 00:00:22.355 --> 00:00:25.373 strong art direction and overwhelming style. 00:00:25.398 --> 00:00:27.467 But how are they doing that? 00:00:27.492 --> 00:00:30.931 Animation is slow work, which means it’s expensive, 00:00:30.956 --> 00:00:34.423 so how does this team manage such an eye-popping anime aesthetic 00:00:34.448 --> 00:00:38.700 for 80+ hours straight without spending Final Fantasy money? 00:00:38.725 --> 00:00:40.767 To find out, let’s break down the animation 00:00:40.792 --> 00:00:44.200 of one of the most intensely stylish sequences in the game, 00:00:44.220 --> 00:00:46.040 the All-Out Attack. 00:00:46.960 --> 00:00:50.440 All Out Attacks are basically a high-damage dog-pile maneuver 00:00:50.464 --> 00:00:52.952 which requires some strategizing to set up. 00:00:52.977 --> 00:00:55.281 When you hit enemies with something that they are weak to, 00:00:55.306 --> 00:00:58.773 it will knock them down and leave them vulnerable until their next turn. 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, 00:01:03.454 --> 00:01:07.151 where your entire team moves in on the vulnerable enemy line. 00:01:07.176 --> 00:01:08.792 From here, you've got a lot of options: 00:01:08.817 --> 00:01:12.363 you can try to convince the enemy to join you as a summon-able persona, 00:01:12.388 --> 00:01:14.797 you can extort them for money or items, 00:01:14.822 --> 00:01:19.479 OR you can take advantage of your position and perform an All Out Attack. 00:01:19.504 --> 00:01:22.600 If you choose that option, this will initiate a short, 00:01:22.625 --> 00:01:26.445 flashy cut-scene in which your entire team attacks the enemy at once in a 00:01:26.470 --> 00:01:27.900 glorious swarm. 00:01:27.925 --> 00:01:31.800 Now, in the event that your opponent survives this, battle will simply resume. 00:01:31.825 --> 00:01:35.567 But in the much-more-likely event that your enemies are completely wiped out, 00:01:35.592 --> 00:01:38.233 you are rewarded with a special victory screen 00:01:38.258 --> 00:01:40.736 featuring the character who initiated the attack. 00:01:40.761 --> 00:01:44.545 These are unique for every party member, and they are all great. 00:01:44.570 --> 00:01:48.196 Now, there are a LOT of moving parts in this All-Out Attack sequence, 00:01:48.221 --> 00:01:51.000 and they all come and go in the blink of an eye so, 00:01:51.025 --> 00:01:53.487 let’s try to break this down into chunks. 00:01:53.512 --> 00:01:56.867 From the Hold Up screen, as soon as you select All-Out Attack, 00:01:56.892 --> 00:01:59.467 your entire party first stows their firearms 00:01:59.492 --> 00:02:01.303 and switches back to melee weapons. 00:02:01.328 --> 00:02:04.081 These are just the default animations your characters do 00:02:04.106 --> 00:02:06.621 whenever you swap back to melee weapons during battle. 00:02:06.646 --> 00:02:11.314 And the instant everybody returns to their idle pose, they immediately leap backward. 00:02:11.339 --> 00:02:15.033 Your main character, Joker, has the most eye-catching jump of the bunch, 00:02:15.058 --> 00:02:17.304 which is good, because he’s always in your party 00:02:17.329 --> 00:02:20.108 and he’s always going to be front and center on this screen. 00:02:20.133 --> 00:02:22.198 And then, just as your characters land, 00:02:22.223 --> 00:02:25.800 the battlefield is obscured by a big 2D animated dust cloud, 00:02:25.825 --> 00:02:28.230 which serves to hide a scenery change. 00:02:28.255 --> 00:02:31.033 When the cloud clears, your party is now clustered together 00:02:31.058 --> 00:02:33.918 and facing camera, against a flat red background. 00:02:33.943 --> 00:02:36.323 The camera pulls back, the background cracks 00:02:36.348 --> 00:02:40.370 and the lighting on your 3D characters dims until they’re nothing but silhouettes, 00:02:40.395 --> 00:02:43.333 visually flattening them into a 2D shape. 00:02:43.358 --> 00:02:45.585 And then everybody springs into action. 00:02:45.610 --> 00:02:48.919 And I really like how they’re not all jumping at the exact same time! 00:02:48.944 --> 00:02:51.220 There is a nice staggered rhythm to this. 00:02:51.240 --> 00:02:54.800 Morgana even does a smaller hop before leaping out of frame. 00:02:54.820 --> 00:02:58.220 And in real time, obviously, this is all happening super fast. 00:02:58.240 --> 00:03:00.440 The time between the 2D dust cloud wipe 00:03:00.471 --> 00:03:03.514 and everybody leaving frame is like 1 second, tops, 00:03:03.539 --> 00:03:07.271 but that variation in their exit timing adds some really nice texture. 00:03:07.296 --> 00:03:08.541 It’s the little touches like that, 00:03:08.566 --> 00:03:12.733 that make this whole sequence feel so viscerally satisfying in motion. 00:03:12.758 --> 00:03:15.960 So once everybody is off screen, there’s another screen shake, 00:03:15.985 --> 00:03:18.700 the fractured background shatters and your party members’ 00:03:18.725 --> 00:03:21.133 portraits appear in the foreground shards. 00:03:21.158 --> 00:03:25.405 Then all the fragments fly past camera, setting us up for another scene change. 00:03:25.430 --> 00:03:28.567 We pull back to see the darkened silhouette of our opponent. 00:03:28.592 --> 00:03:32.033 And this is still a 3D model that we're looking at, but again, 00:03:32.058 --> 00:03:35.757 because of the absence of lighting, it appears like a flat 2D shape, 00:03:35.782 --> 00:03:39.487 which helps them to fit right in to this barrage of 2D effects animation 00:03:39.512 --> 00:03:40.783 they are being pummeled with. 00:03:40.808 --> 00:03:42.000 The screen shakes. 00:03:42.025 --> 00:03:45.915 Darkened 2D blurs representing your characters streak across the screen. 00:03:45.940 --> 00:03:48.720 The enemy plays their hit react animation on loop. 00:03:48.745 --> 00:03:53.547 Onomatopoeic katakana and impact flashes are everywhere… it’s awesome. 00:03:53.572 --> 00:03:56.467 And then one final bright flash fills the screen, 00:03:56.492 --> 00:03:59.340 clearing the board and setting up the final scene change. 00:03:59.365 --> 00:04:01.668 Whichever character initiated the All-Out Attack 00:04:01.693 --> 00:04:03.933 drops down onto a flat red and black field 00:04:03.958 --> 00:04:06.880 with the enemy silhouetted behind, does a little flourish. 00:04:06.905 --> 00:04:10.233 And then, with a snappy zoom, your 3D character is swapped 00:04:10.258 --> 00:04:13.467 for a gorgeous hand drawn rendition and the background is filled 00:04:13.492 --> 00:04:15.127 with an animated splash screen 00:04:15.152 --> 00:04:18.090 as the enemy bursts in a silhouetted blood spray effect. 00:04:18.115 --> 00:04:21.725 When you frame through this, you can actually see the the one-frame cross-fade 00:04:21.750 --> 00:04:25.058 from the 3D model to the pose-matched 2D art! 00:04:25.083 --> 00:04:28.154 Again, every member of the party has a different version of this screen 00:04:28.179 --> 00:04:29.467 and they all look amazing. 00:04:29.492 --> 00:04:32.600 And even here there's a lot of subtle animation happening. 00:04:32.625 --> 00:04:35.164 There’s that shake on the 2D assets emphasizing 00:04:35.189 --> 00:04:37.138 the impact of the zoom transition, 00:04:37.163 --> 00:04:40.133 and the slight drifting rotation of the 2D layers? 00:04:40.158 --> 00:04:42.021 Mmm. It's very good. 00:04:42.046 --> 00:04:46.572 All of the action I just described happens within the span of like 8 seconds, 00:04:46.597 --> 00:04:50.963 but that action is so well-composed that it not only reads clearly throughout, 00:04:50.988 --> 00:04:54.800 but you don’t even get a chance to notice when any individual element is 00:04:54.825 --> 00:04:56.455 maybe a little lackluster. 00:04:56.480 --> 00:05:00.212 Which is good, because that element is usually the character animation. 00:05:00.237 --> 00:05:03.545 Like, if I really wanted to get in there and nitpick things a bit, 00:05:03.570 --> 00:05:08.079 I can see plenty of places where the animation on the 3D characters is a little 00:05:08.104 --> 00:05:09.402 rough around the edges. 00:05:09.489 --> 00:05:14.561 Like, here: Ryuji’s transition from Hold Up stance to his weapon swapping animation 00:05:14.586 --> 00:05:17.233 results in this quick, slide-y 180 degree turn, 00:05:17.258 --> 00:05:20.100 because the two animations don’t start with the same foot forward. 00:05:20.125 --> 00:05:21.667 You usually don’t want that. 00:05:21.692 --> 00:05:23.733 And his little weapon twirl right after - 00:05:23.758 --> 00:05:27.990 while a cool touch - isn’t animated in a way that makes much physical sense. 00:05:28.015 --> 00:05:30.847 Or Joker’s back handspring here: it looks pretty nice, 00:05:30.872 --> 00:05:33.572 but it could use a more pronounced anticipating crouch 00:05:33.597 --> 00:05:35.765 to sell the physicality of the jump better. 00:05:35.825 --> 00:05:37.933 It’s little polishy stuff like that. 00:05:37.958 --> 00:05:41.633 And there’s a number of tiny imperfections in the screen transitions too, 00:05:41.658 --> 00:05:44.733 like, how your party members often pop into place a few frames 00:05:44.758 --> 00:05:46.633 after the dust cloud already passed, 00:05:46.658 --> 00:05:49.333 and sometimes the characters are even partially clipping 00:05:49.358 --> 00:05:51.580 through the red backdrop for a couple of frames. 00:05:51.605 --> 00:05:55.567 But good luck spotting ANY of those rough edges when you play this back at speed. 00:05:55.592 --> 00:05:59.000 All those tiny little flaws just get completely lost 00:05:59.025 --> 00:06:02.106 in the larger whirling tapestry of movement here. 00:06:02.131 --> 00:06:05.704 If anything, framing through this and seeing those tiny little seams 00:06:05.720 --> 00:06:10.820 really only serves to highlight how intricately-choreographed this whole sequence is. 00:06:11.000 --> 00:06:12.940 This right here is a microcosm 00:06:12.966 --> 00:06:16.033 of everything that makes the animation in Persona work: 00:06:16.058 --> 00:06:19.525 in the places where the polish and fidelity of the character animation 00:06:19.550 --> 00:06:23.467 kind of underwhelms, a bombardment of gorgeous 2D art, 00:06:23.492 --> 00:06:26.563 and effects and UI animation picks up the slack. 00:06:26.588 --> 00:06:28.785 Because, to be a little blunt about it, 00:06:28.810 --> 00:06:31.074 there is not much especially remarkable 00:06:31.099 --> 00:06:34.100 about the 3D character animation in Persona games. 00:06:34.125 --> 00:06:35.963 And I’m not meaning that as an insult! 00:06:35.988 --> 00:06:39.296 For a franchise that has historically had to make modest budgets 00:06:39.321 --> 00:06:42.656 and small dev teams go a very very long way, 00:06:42.681 --> 00:06:44.561 I think they’ve done a fantastic job. 00:06:44.586 --> 00:06:49.767 But if you actually look at most of the game’s 3D character animation in isolation, 00:06:49.792 --> 00:06:51.889 very little of it stands out. 00:06:51.914 --> 00:06:55.619 Like, if you’re just looking at the 3D characters in these story scenes, 00:06:55.644 --> 00:06:58.212 just their gestures and their physical acting, 00:06:58.237 --> 00:07:01.900 nothing about these performances is all that striking or impressive. 00:07:01.925 --> 00:07:05.831 BUT, reinforce those animations with some gorgeous character portraits 00:07:05.856 --> 00:07:09.785 so that every line of dialog has some more nuanced expressiveness attached, 00:07:09.810 --> 00:07:11.478 and suddenly it pops! 00:07:11.503 --> 00:07:15.737 And layered on top of that, you’ve got a dialog box wobbling with chaotic energy, 00:07:15.762 --> 00:07:19.567 plus some extreme close-up splashes to punctuate spikes in emotion… 00:07:19.592 --> 00:07:23.633 put all of that together and now you’ve got a yourself a pretty dynamic scene. 00:07:23.658 --> 00:07:25.900 It’s the same with the battle interface too! 00:07:25.925 --> 00:07:29.323 A lot of these battle animations are actually pretty darned solid to begin with, 00:07:29.348 --> 00:07:33.079 but even so, none of this would be nearly so visually striking 00:07:33.104 --> 00:07:35.133 without all those 2D hit effects, 00:07:35.158 --> 00:07:38.000 and those really stylish screen wipes between turns, 00:07:38.025 --> 00:07:42.986 and also that INCREDIBLE animated menu interface layered behind your character. 00:07:43.011 --> 00:07:47.192 The 3D character animation in Persona is like a foundation layer, 00:07:47.217 --> 00:07:51.663 with all of the 2D art that actually makes things pop built on top of it. 00:07:51.688 --> 00:07:54.508 The streamlined efficiency of this animation 00:07:54.533 --> 00:07:55.869 approach is what makes it possible 00:07:55.894 --> 00:07:59.626 for the Persona team to produce an absurd quantity of story scenes. 00:07:59.651 --> 00:08:03.560 And because this game’s art direction is so incredibly cohesive, 00:08:03.585 --> 00:08:09.733 this 2D/3D hybrid anime-infused aesthetic far exceeds the sum of its parts. 00:08:09.758 --> 00:08:11.367 The character animation in Persona 00:08:11.392 --> 00:08:15.227 may not have nearly the animation fidelity of a Final Fantasy, 00:08:15.252 --> 00:08:18.746 nor stay as true to the anime aesthetic as a Guilty Gear. 00:08:18.771 --> 00:08:24.102 And yet, these games still transcend their budget limitations with overwhelming style. 00:08:24.120 --> 00:08:26.500 And I think that is very cool. 00:08:26.800 --> 00:08:30.180 A special thanks to Hank Kleinberg for suggesting this topic, 00:08:30.211 --> 00:08:33.255 and for giving me an excuse to listen to a LOT of Persona music. 00:08:33.280 --> 00:08:35.333 If you enjoyed this animation breakdown, 00:08:35.358 --> 00:08:37.144 then consider hitting that Subscribe button, 00:08:37.169 --> 00:08:39.867 maybe even that little bell thingy if you’re feeling feisty. 00:08:39.892 --> 00:08:42.280 Or hey, you could consider supporting the show directly 00:08:42.305 --> 00:08:44.502 like all these good delinquents over here. 00:08:44.554 --> 00:08:47.968 Thank you for watching, and I’ll see you next time. 00:08:47.993 --> 00:09:00.031 [music]