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How Link's Climbing Animation Works in Breath of the Wild

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    hello and welcome to new frame plus a
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    series about video game animation today
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    I want to dig into the climbing
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    animation in breath of the wild this
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    topic was requested by asmar and if you
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    would like to make a topic suggestion of
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    your own then consider becoming a patron
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    of the channel but let's not waste time
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    here we go let's begin by breaking down
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    this climbing system into its component
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    parts link can climb most things in
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    breadth of the wild so if you run
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    yourself into just about any vertical
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    surface link will switch from his
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    regular ground locomotion state into his
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    climbing state and once you are on that
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    wall you can climb in any direction you
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    want the foundation of this
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    multi-directional climbing is built on a
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    set of I'm guessing eight animation
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    cycles climb up climb down climb left
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    climb right and probably an animation
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    for each of the four diagonals in
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    between just to fill in the gaps it's
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    hard to know exactly how many
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    directional cycles they're using under
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    the hood but however many there are
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    those animation loops blend smoothly
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    between each other as the player adjusts
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    links climbing direction if you stop
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    pressing in any direction link will
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    quickly blend to an idle pose and hold
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    position there are two mirror versions
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    of this idle so the pose can more
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    accurately reflect which foot moved last
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    and it is an extremely simple idle
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    animation just a little breathing to
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    keep link looking alive now for the most
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    part links body will be oriented
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    parallel to the slope of whatever he's
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    climbing but as the slope of the wall
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    starts to level out you will see a link
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    straighten up ever so slightly and his
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    climbing will start to feel a bit like
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    he's walking on all fours which is a
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    really nice touch really helps that
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    transition from climbing back to walking
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    feel more natural now there's also some
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    ikb ngey to keep links hands and feet
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    connected to the climbing surface
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    without getting too far into the fiddly
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    technical stuff I K or inverse
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    kinematics is a tool for making your
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    characters animation automatically adapt
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    to uneven terrain it's also used for a
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    ton of other things but that's one of
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    the most common applications you know
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    how sometimes you run your player
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    character up a slope or up some stairs
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    and their feet automatically raise up to
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    account for the uneven height of the
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    ground that is I K and here i ka is
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    being used to
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    help links feet and hands connect to the
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    uneven surface of this wall it's easiest
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    to see this in action when you have link
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    idle near a corner or an edge of the
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    climbing surface you see how different
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    that idle pose can look the I K really
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    seems to want to keep links hands on one
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    side of that corner of course upon very
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    close inspection you will notice that
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    links hands often aren't contacting the
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    surface of the wall exactly right
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    sometimes they'll clip through the mesh
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    other times they'll hover just over the
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    surface but the camera pulls so far back
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    when you're climbing that you're rarely
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    going to notice it so not really a big
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    deal now that covers the basics of how
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    the climb itself is structured but there
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    are several supplemental pieces
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    supporting this foundation for one thing
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    you can make link jump while climbing
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    sacrificing some stamina to do a quick -
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    up the wall you can do these jumps
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    upward diagonally and to either side and
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    this - will even round tight corners
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    which not super realistic obviously but
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    appreciated anyway I would much rather
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    him do this than jump off the mountain
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    but you cannot - downward if you hold
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    down on the stick and press jump link
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    will leap directly away from the wall
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    and enter a freefall and of course if it
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    happens to be raining out link can also
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    lose his grip and slide down a short
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    ways annoying yes but it looks nice but
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    most of the climbing systems supporting
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    animations are used for transitioning
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    link into and out of the climbing state
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    in various ways for example when you
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    first run the link at a vertical surface
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    he will initiate his climb by jumping up
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    the wall a little to get you started if
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    you manually jump at that same wall link
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    will do a little hop from wherever you
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    contact getting you just a little more
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    starting height at no additional stamina
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    cost when you reach the top of a
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    climacus link will sort of step up onto
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    the ledge and blend into his normal
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    standing idle dashing up to that ledge
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    will trigger the same step-up animation
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    if you run out of stamina while climbing
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    link will play a few frames of this odo
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    animation before blending into his
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    regular falling animation and this one's
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    arguably part of links regular ground
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    locomotion but if you start moving him
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    up a steep slope links Run will get more
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    strained and intense showing the
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    additional effort required to run up
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    that steep surface which leads into this
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    climbing state rather nicely even if
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    there isn't any
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    bespoke transition animation between the
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    two and that's basically it for the
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    climbing system there are tons of other
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    ways to initiate or stop climbing and
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    lots of other stuff that can happen
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    while climbing but none of it is
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    supported with additional animations
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    there are no custom transitions into
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    climbing from swimming or gliding for
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    example if you reach the bottom of a
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    climbing wall he'll just pop right from
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    his climbing state directly into his
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    landing animation if you take damage
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    while climbing link will just flash red
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    or if you take a really big hit or run
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    out of Health while climbing link will
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    just instantly react Dolph which never
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    stops being funny it's kind of amazing
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    how stripped down and simple this
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    climbing animation system manages to be
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    for a comparison if you look at the
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    climbing in most Assassin's Creed games
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    or uncharted those characters climb with
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    more authentic physicality and their
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    movements are tailor-made to navigate
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    every kind of complex terrain more
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    realistically meanwhile link just hits a
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    vertical surface and latches on like a
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    housefly when you get right down to it
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    breadth of the wilds climbing animation
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    is only slightly more robust than
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    Ocarina of times vine climbing it's
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    really simple but that stripped-down
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    simplicity is what allows the game's
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    climb anywhere designed to work when you
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    build your climbing system around
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    navigating specific types of terrain
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    with specific animations it looks
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    amazing but it often means that the
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    player can only traverse these specific
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    types of terrain that your character's
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    climbing system was built to accommodate
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    you can run across any ledge weave
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    through any trees branches and scale any
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    wall with conspicuously placed hand
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    holds but try to traverse a surface that
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    wasn't specifically designed for
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    climbing and nope and that's fine those
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    are still really fun climbing systems
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    but if you're only able to traverse the
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    terrain that the level artists
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    specifically designed for you then it
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    does put a cap on that sense of free
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    exploration rather than packing the
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    world of Hyrule with tiny crevices
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    complex footpaths and obvious handholds
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    this environment is filled with wide
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    smooth surfaces which are perfect for
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    links simple climbing animation system
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    and sure that does mean you sacrifice
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    some of that really cool-looking
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    animation detail but this choice is part
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    of what makes this world so enticing to
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    explore because nothing feels out of
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    reach you can climb all of this and the
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    only thing you have to worry about is
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    managing your stamina and finding your
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    route it's simple and it's intuitive but
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    despite that simplicity the thing I like
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    most about links climbing is that it is
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    surprisingly expressive when they
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    requested this episode topic as Marv
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    pointed out that one of their favorite
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    things about climbing and breath of the
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    wild is how you feel the effort Linc is
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    putting into climbing that wall and I
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    agree he is just throwing himself at
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    this there's this great rhythmic bounce
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    to his climb which I'm pretty sure isn't
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    good climbing technique but that
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    exaggerated movement sells both the
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    effort and just the sheer determination
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    in every step even just running up a
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    steep slope to get to the climbing part
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    he's working so hard I love how he's
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    always looking in the direction of that
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    next handhold I like how when the
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    incline gets really steep you even start
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    seeing these little sweat droplets which
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    is just I don't know it's cute and when
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    the rain causes him to slip it happens
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    really fast but he does this panicked
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    scramble and you can just feel the poor
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    guy's whole body clinch like no no no no
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    ok ok frustrating as it is to have this
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    happen in the rain I do adore this
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    little moment of fear I don't know what
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    it is about Zelda game animation but
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    somehow it's always better than the sum
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    of its parts
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    right like if you think about it there's
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    very rarely anything that stands out
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    about the animation in Zelda games I
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    mean it usually isn't particularly
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    flashy or stylish nothing compared to
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    what you'd see in like a Devil May Cry
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    it's not especially detailed or
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    realistic certainly not in comparison to
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    a Red Dead or an uncharted but the
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    animation also doesn't tend to be super
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    exaggerated or stylized either even when
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    a particular game's art style very much
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    is the acting animation usually isn't
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    anything special and of course yes there
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    are some occasional standout moments of
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    expressive character appeal but usually
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    the animation in Zelda games is always
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    just like good enough it's pretty good
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    but it is always good enough and it is
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    always visually clear and it always
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    functionally
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    everything each game needs it to Zelda
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    as a series just has this really
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    utilitarian approach to character
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    animation even when no one aspect of it
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    stands out as visually impressive it
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    always works and there is still
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    something very charming about it I think
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    for the climbing here if there's one
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    addition that could really improve this
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    it would be adding some fidgets to Lynx
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    climbing idle idle fidgets are just such
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    a great tool for getting a little more
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    flavor and characterization on your
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    player character like maybe if you leave
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    link just hanging on the wall for a few
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    seconds he could start looking around a
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    little taking in the view or maybe he
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    could look down nervously at how high up
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    he is or okay say we'd rather keep him
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    focused on the task at hand maybe
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    instead of looking around he could
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    adjust his grip slightly or try to get a
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    more solid plant with his foot it would
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    all be little stuff but you can get a
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    lot of character out of touches like
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    that those moments where the player
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    isn't making the character do something
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    are a perfect opportunity to let the
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    character do something to express
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    themselves and it kind of surprises me
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    that the team didn't take advantage of
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    that here but yeah taken as a whole I
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    think breadth of the wilds climbing is
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    extremely successful it's visually clear
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    its expressive it feels good in your
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    hands just incredibly solid work all
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    around thank you again to asmar for
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    requesting this topic if you enjoyed
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    this and you're in the mood for a little
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    more breadth of the Wild animation talk
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    the other Dan who talks about game
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    animation on YouTube also has a new
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    video about links sword attack
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    animations you should check it out I
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    will link to that below anyway thank you
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    very much for watching be sure to
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    subscribe and consider supporting the
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    show like all of these good folks here I
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    will see you again soon for more new
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    frame plus
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    you
Title:
How Link's Climbing Animation Works in Breath of the Wild
Description:

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Video Language:
English
Duration:
10:49

English subtitles

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