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Which Dark Souls Has the Best Parry Animation?

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    Hello,
    and welcome to New Frame Plus.
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    Every now and then,
    I like to pick just a single animation
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    from a game
    and really dig into it.
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    And, by patron request, today’s subject
    is the parry & riposte in Dark Souls.
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    But I say why stop at just one!
    Dark Souls didn’t, and neither shall we.
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    Let’s look at the parry & riposte
    in all three Dark Souls games
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    and see which
    one is animated the best.
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    Pop a humanity everybody,
    we are going on a JOURNEY.
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    Alright, first up: Dark Souls.
    Let’s give this thing a look ...
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    So, for the initial parry,
    the character takes a wide stance
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    and swats the enemy weapon away.
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    From there, they will either transition
    back to their idle animation
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    or the player can choose to
    follow up with a counterattack,
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    which varies by weapon type.
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    Now the parry is actually my
    favorite part of the whole thing.
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    I love how exaggerated
    this shield swipe is.
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    She’s not just carefully
    deflecting the attack,
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    she is swatting that sword
    away like GET OUTTA HERE.
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    There is a real sense of
    power behind this parry,
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    and a big part of that
    is the weight behind it.
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    Watch her hips:
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    You see how her center of gravity
    drops down and to the left
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    just before twisting to
    help whip the shield around?
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    She’s throwing her whole
    body into that parry.
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    Now, realistically, I would wager that throwing
    your shield out to the side like that
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    is probably not an ideal
    defensive parrying technique,
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    but I’m not an expert
    in swordsmanship.
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    And also, I don’t care!
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    In the context of a video game,
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    clarity is FAR more important
    than realism 99% of the time,
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    and the exaggeration on this
    shield swipe is very clear.
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    And a lot of that clarity is
    also thanks to the posing.
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    Look at the silhouette on
    this succession of poses…
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    The anticipation pose brings
    the shield way out to her right
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    (making sure it’s clear of
    her body so we can see it),
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    then she whips it all the
    way across to her left side
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    (again, clear of her body to
    maintain a nice silhouette),
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    and then the weight of the thing
    brings it down for the recovery…
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    even in the heat of combat,
    all of those poses are super clear.
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    Now, the enemy’s reaction to
    being parried is interesting…
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    Compared to the
    ferocity of the parry,
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    the enemy’s animation feels
    kinda soft and swimmy.
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    I mean, Dark Souls animation trends
    pretty slow compared to most games anyway,
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    but this almost feels
    like slow motion.
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    Maybe the original
    animation played back faster,
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    but when they started
    fine-tuning the combat,
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    they decided that the enemy needed
    to be vulnerable for more time,
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    so they just slowed the
    animation down a little.
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    Or maybe this was an
    aesthetically intentional choice
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    to help the player more quickly
    recognize the enemy’s vulnerability.
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    See, at first I was kinda
    wishing that there was
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    a little more sharpness
    to the start of this,
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    like more of a harsh bounce off of your
    shield to match the intensity of your parry,
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    but then I remembered that that’s what
    happens when you just do a regular block.
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    You see how much
    sharper that bounce is?
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    Maybe the softness here
    was designed to feel
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    tangibly different than
    a regular blocked hit,
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    to make the riposte vulnerability
    more immediately apparent.
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    Weird as it feels,
    I do have to admit that -
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    especially when combined
    with the sound effect -
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    it is IMMEDIATELY clear to the
    player that that parry was successful.
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    Now, if the player
    chooses to riposte here,
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    you’ll see the enemy’s
    position change instantly,
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    snapping to a spot right in
    front of the player character.
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    This warping happens because the
    riposte animation in Dark Souls
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    is what many of us call
    a “synced animation”.
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    See, when you need two
    different characters in a game
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    to physically interact
    in some complex way,
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    sometimes that interaction
    is only going to look right
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    if both characters are playing their
    respective animations at the exact same time
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    and in the correct position and
    orientation relative to each other.
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    Like, if this ogre is going to
    do a grab move on Wolf here,
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    then it’s only going to look right if his
    arms are actually wrapped around Wolf,
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    which means that the two characters need
    to be in the correct relative positions.
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    And if they AREN’T, well,
    then you gotta force it.
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    Because for game-play purposes,
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    you don’t want to make the player
    have to stand in the EXACT
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    pixel-perfect correct spot in front of the
    enemy for that riposte animation to work.
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    That would be super annoying.
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    So instead, if the enemy is vulnerable
    and the player hits the riposte button
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    while standing in GENERALLY the
    correct position and orientation,
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    both characters will warp and reorient
    themselves however is necessary
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    for that counterattack
    animation to play properly.
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    It may look a little janky when you
    slow it down, but it’s worth it.
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    So anyway: the riposte.
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    Once both characters
    are position correctly,
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    your character will wind up
    with their weapon of choice,
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    but the enemy fighter does
    something kind of... weird.
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    They will transition from their
    vulnerable parried animation
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    into this really neutral idle
    pose, which I don’t love.
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    It’s as if they’re intentionally
    lining themselves up to take the hit,
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    like they’re an amateur
    stunt person or something.
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    And, like, I get wanting to put them in a
    position where the deathblow is gonna look good,
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    and standing straight up
    and unguarded like this
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    does certainly makes them look super
    vulnerable to what’s about to hit them,
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    but this just makes it look like
    they’re coordinating with you.
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    Like: “Oh,
    you intend to riposte?
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    Capital! Here, let me get myself
    all situated... there we are.
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    Alright! OOF.
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    Very good, sirrrr….”
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    I think this would look way better if
    the moment before the riposte hit showed
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    the enemy trying to
    defend themselves,
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    like they see the riposte coming and they are
    making a futile attempt to recover in time.
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    Or maybe they could
    see the attack coming
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    and visibly recognize
    that they are screwed,
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    like a Punch-Out fighter.
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    Those guys wiff an attack and you can
    see it almost immediately in their eyes:
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    the realization that they
    are in very big trouble.
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    Something like that.
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    Or just keep them feeling off balance
    until the attack lands, whatever.
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    Anything but THIS.
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    It is a nitpick, but still.
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    Anyway,
    on to the deathblow itself.
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    The stab connects,
    the particle effects fly,
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    the camera does this great little zoom
    and shake to emphasize the moment,
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    and the drawn out finish
    where the enemy drops and
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    you kick them off of
    your sword looks awesome.
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    This is what a good synced
    animation can get you.
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    That said, you may have noticed that there’s a
    little bit of jank to that stab animation.
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    Watch the sword hand...
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    You see that little hitch?
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    It’s even more noticeable if
    you track the tip of the sword…
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    Now I’m not saying that these arcs have
    to be perfectly smooth or anything,
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    but this little hitch
    in the stabbing motion
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    really saps the move
    of some of its force.
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    It’s not as noticeable when played back
    at speed, but you definitely FEEL it.
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    And when I look at the stab
    animation more closely,
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    I’m actually not feeling a lot of
    impact from the animation itself.
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    At least,
    not as much as there could be.
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    It feels a little bit like the
    character's carefully placing the sword
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    in the right position and the
    camera and the particle effects
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    are doing all this work to
    make the attack feel powerful.
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    You can really see this
    when the character is
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    holding an extra long
    weapon like this one.
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    You see how soft that feels?
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    It does still work,
    but I think it would feel a lot punchier
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    if the animation was
    contributing more to the impact.
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    Speaking of different weapons,
    though, like I said before,
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    there are a few different
    versions of the riposte animation
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    for the different categories
    of weapons in the game,
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    but as you play, you’re quickly going
    to notice that the riposte animations
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    they use for some of these
    weapons seem... a little mismatched.
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    At the end of the day,
    there are a LOT of weapons in Dark Souls
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    and only a handful of
    riposte animations.
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    So you are occasionally going to
    see some very silly-looking stabs.
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    But I’m not super
    bothered about this one,
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    because if your two options are to either
    have some silly-looking ripostes in the game
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    OR significantly reduce the number of
    weapons just to avoid that problem,
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    I’ll take the silly ripostes.
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    This game kinda needs those
    little dashes of levity anyway.
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    Last point (and this
    one’s pretty small, but)
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    look at the player character as
    she settles back into her idle.
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    You notice that little
    last-second twist on her limbs?
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    I believe that this is a quick
    blend from the male’s idle pose
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    to their female version
    of that animation.
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    As best I can tell, both masculine and
    feminine player characters in Dark Souls
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    are animated using the same
    animation rig and skeleton.
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    As you can see here,
    the two characters have been designed
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    to not have different
    skeletal proportions.
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    Their limbs and such
    are all the same length.
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    And this would likely be done
    because they didn’t want to have
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    to make two versions of every
    animation, which is reasonable.
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    If everyone’s animated
    on the same skeleton,
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    then they can all pull from
    the same library of animations.
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    But the animators did create a slightly
    different idle stance for feminine characters,
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    just to make them feel just
    a little different.
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    And the problem appears to be
    that all of the animations are
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    designed to transition back into
    the standard idle animation,
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    not the feminine
    variant they made.
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    And so, as she finishes the riposte, we see
    her step back into the default pose first,
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    then quickly shift into the fem
    one that she is meant to be using.
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    It’s another tiny polish thing.
    Not that huge a deal.
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    Theoretically, this could be fixed by
    having that blend start much sooner
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    (like maybe here) so that by
    the time she hits this pose,
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    she’s already in the
    correct idle stance.
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    But maybe there’s some technical reason that
    wasn’t possible for them, I don’t know.
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    Alternatively, if they had some more
    room in their animation schedule,
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    an even better fix would be to
    create some custom transitions
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    so that fem characters could transition
    directly back into their own idle
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    instead of going to
    the masculine one first.
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    But I’m guessing this was considered
    a pretty low-priority problem,
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    so they just opted to accept that
    minor bit of jank and move on.
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    I would argue that just not having a different
    idle stance for the female characters
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    would be the preferable fix in
    this case but, alright. Fair enough.
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    Overall, though, I would say this
    animation is pretty successful.
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    Slightly lacking
    in polish maybe,
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    but that’s pretty par for the
    course for Dark Souls 1 animation,
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    What matters is that it feels great
    in the moment, the clarity is good...
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    Solid 4 out of 5 stars.
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    But let’s move on to the
    sequel: Dark Souls II...
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    The entire structure of the
    parry and riposte here is very different.
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    Parry the enemy’s attack and now
    they will fall on their butt.
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    And from there, after a slight delay
    you can follow up with the riposte.
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    First let’s talk
    about the good things:
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    that weird blend back into the
    feminine idle pose at the end?
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    That is now fixed.
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    It appears that both masculine and feminine
    characters use the same idle pose here,
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    so problem just kinda
    sorted itself out.
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    Hooray!
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    And that concludes my segment
    about the good things.
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    I hope you enjoyed it. NOW...
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    Let’s start with the parry. It is SIMILAR
    to the original, but the posing is weaker.
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    She’s not hitting that
    wide stance anymore,
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    which was a big part of what made
    the original parry look so powerful.
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    And look at how
    the movement ends.
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    You see the way she brings the shield
    even further around on the swing,
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    all the way behind her body?
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    Now on the one hand, it DOES make
    for a wider arc on that swing,
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    which could suggest more
    power behind it, right?
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    But that’s coming at
    the cost of clarity.
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    Look at the silhouette
    here at the end.
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    Now compare that to the
    posing in the original.
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    See how much more
    clear that looks?
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    You NEED that clarity
    in Souls combat.
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    And I would argue that
    the enemy’s reaction to
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    being parried is a
    pretty big downgrade too.
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    The original might have felt soft,
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    but seeing the enemy’s weapon get slapped
    away by that shield felt pretty great
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    AND it clearly conveyed that, hey,
    you deflected that incoming attack.
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    Good for you.
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    Here, the parry reaction seems to
    ignore the attack deflection entirely.
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    Instead, they react like your parry is more
    of a shield bash smashing them in the face.
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    Which... ok, that’s kinda fun too.
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    But in the heat of combat, I would argue it’s
    just slightly less clear as a reaction.
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    I’m definitely
    nitpicking at this point,
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    but those tiny clarity
    issues can pile up fast.
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    Then the guy just sits
    there, dazed, which
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    is kinda more goofy-
    looking than anything.
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    It’s like: oof, your parry just gave
    this hollow a LOT to think about…
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    And you have to wait for his fall animation
    to finish before you can do your riposte.
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    Hit the button too early
    and you’ll just attack,
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    completely losing your
    riposte opportunity.
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    WHICH FEELS REAL FINICKY.
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    AND BAD.
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    And the riposte itself
    is also not great!
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    The characters warp into position
    for the synced animation.
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    Then comes the attack
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    which, to their credit, doesn’t have
    those noticeable hitches that the original had.
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    But the clarity on this
    stabbing attack is baaaaaaad.
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    Your weapon making contact with the opponent
    is completely obscured by your character.
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    The camera still does
    it’s zoom (which is great)
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    but what is there to
    zoom and emphasize here?
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    you can’t see what happened!
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    In terms of both silhouette and
    clarity, this riposte is Very Bad.
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    Maybe it looks better with an axe…
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    ...wow, not really!
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    I mean, the swing itself
    is more clear,
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    but something about the
    perspective makes it
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    feel like it almost
    isn't reaching the enemy.
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    Why DOES every one of these attacks
    seems to be aimed at the crotch, anyway?
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    I’m not saying it’s not effective,
    it’s just…
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    ...like, right?
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    Listen, I love Dark Souls II,
    like, a LOT.
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    But yeah, this parry/riposte
    combo is a pretty major downgrade.
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    And that’s the thing, it’s not like there
    aren’t ways to improve upon the original!
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    Which makes the Dark Souls III version
    of the parry and riposte
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    even MORE baffling.
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    So Dark Souls III brought a
    lot of the player character
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    animations back to the way they
    looked and felt in the original,
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    so this parry and riposte are probably
    gonna looking pretty familiar.
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    And there are a couple
    of improvements here.
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    That little masculine-to-feminine
    idle blend? Fixed!
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    And the posing on this parry is even more clear!
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    Just look at the snappy extension on that
    arm as the shield comes around.
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    WhaBAM.
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    But the weird thing to me is that
    all of the rest of the polish
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    problems that existed in the
    original are STILL IN HERE.
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    That hitch in the stab animation?
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    Still there!
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    In fact, now there’s a even NEW hitch in
    the upper torso at the start of the parry.
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    How did that get in there?
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    And not only that,
    but the enemy character is back to
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    standing straight up in
    anticipation of the riposte,
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    just waiting for it to land.
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    It’s like the enemy just suddenly
    forgot you were fighting.
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    I don’t know what they’re going for here.
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    Especially because they’ve
    gotten this right before!
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    Look at the riposte
    reaction in Demon’s Souls!
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    You see how they hang in that parried state
    right up until the counterattack lands?
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    Sure, they look a little disoriented
    from having their attack deflected,
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    but they do still feel like they’re
    engaged in the fight you’re having.
  • 13:57 - 14:00
    And they nailed this
    recently with Sekiro too!
  • 14:00 - 14:04
    The enemy looks staggered and off balance
    right up until the deathblow connects.
  • 14:04 - 14:07
    The reason this works for me is
    because it feels like the attack
  • 14:07 - 14:10
    is catching them before they
    even have a chance to react.
  • 14:10 - 14:14
    Whereas this looks like the character
    IS reacting to your incoming attack,
  • 14:14 - 14:17
    just in a really bizarre, passive way.
  • 14:18 - 14:20
    Okay, to be a little
    more charitable about it,
  • 14:20 - 14:22
    I’m guessing the reason they
    brought this back is
  • 14:22 - 14:26
    either because they really wanted the
    animation to feel familiar to long-time fans,
  • 14:26 - 14:28
    which ...ok.
    Fair enough. I get it.
  • 14:28 - 14:31
    OR because they just decided
    to re-use the old animation
  • 14:31 - 14:33
    and save that time for other things.
  • 14:33 - 14:36
    And… fine, I get that too. Dang it.
  • 14:36 - 14:39
    Well, at least the axe
    riposte looks cool...
  • 14:39 - 14:42
    Hang on, is that a crotch shot again?
  • 14:42 - 14:44
    DARK SOULS. ARE YOU ALRIGHT?
  • 14:44 - 14:45
    You know, going into this,
  • 14:45 - 14:49
    I just assumed that Dark Souls III
    was going to take an easy win here,
  • 14:49 - 14:52
    but looking at all these together?
    Yeah, I’m giving it to Dark Souls 1.
  • 14:52 - 14:55
    Because that original animation
    was good enough for Dark
  • 14:55 - 14:58
    Souls III to borrow it without
    adding any polish on top.
  • 14:58 - 15:04
    And with that, I've just spent fifteen
    minutes proving to you once and for all that,
  • 15:04 - 15:04
    uh….
  • 15:04 - 15:06
    ...Dark Souls is good.
  • 15:07 - 15:08
    You’re welcome.
  • 15:08 - 15:09
    Anyway, I think that’ll do it.
  • 15:09 - 15:12
    This animation topic was requested
    Dennis Bingham
  • 15:12 - 15:13
    (thank you, Dennis!)
  • 15:13 - 15:16
    and voted for by New Frame
    Plus’s Patreon supporters.
  • 15:16 - 15:19
    If you’d like to take
    part in future topic votes
  • 15:19 - 15:21
    or request an animation
    for me to analyze,
  • 15:21 - 15:25
    consider supporting the show on Patreon
    like all of these top notch individuals.
  • 15:25 - 15:27
    Look at ‘em! So great.
  • 15:27 - 15:30
    Anyway thanks for watching,
    and I will see you next time!
  • 15:30 - 15:41
    [music]
Title:
Which Dark Souls Has the Best Parry Animation?
Description:

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Video Language:
English
Duration:
15:41

English subtitles

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