< Return to Video

The Overwhelming Style of Persona 5's All-Out Attacks

  • 0:01 - 0:02
    Hello there!
  • 0:02 - 0:04
    Welcome to New Frame Plus,
  • 0:04 - 0:06
    a series about video
    game animation.
  • 0:06 - 0:11
    Persona 5 is one of the most
    eye-catching games of 2017 AND 2019.
  • 0:11 - 0:14
    And the Persona team
    keeps doing this
  • 0:14 - 0:16
    on considerably smaller
    budgets and team sizes
  • 0:16 - 0:20
    than most of their competition
    in the AAA RPG space,
  • 0:20 - 0:22
    making up for any
    shortcomings in fidelity with
  • 0:22 - 0:25
    strong art direction
    and overwhelming style.
  • 0:25 - 0:27
    But how are they doing that?
  • 0:27 - 0:31
    Animation is slow work,
    which means it’s expensive,
  • 0:31 - 0:34
    so how does this team manage such
    an eye-popping anime aesthetic
  • 0:34 - 0:39
    for 80+ hours straight without
    spending Final Fantasy money?
  • 0:39 - 0:41
    To find out,
    let’s break down the animation
  • 0:41 - 0:44
    of one of the most intensely
    stylish sequences in the game,
  • 0:44 - 0:46
    the All-Out Attack.
  • 0:47 - 0:50
    All Out Attacks are basically
    a high-damage dog-pile maneuver
  • 0:50 - 0:53
    which requires some
    strategizing to set up.
  • 0:53 - 0:55
    When you hit enemies with
    something that they are weak to,
  • 0:55 - 0:59
    it will knock them down and leave
    them vulnerable until their next turn.
  • 0:59 - 1:03
    If you can manage to knock down every enemy
    on the field, this will trigger a Hold Up,
  • 1:03 - 1:07
    where your entire team moves in
    on the vulnerable enemy line.
  • 1:07 - 1:09
    From here,
    you've got a lot of options:
  • 1:09 - 1:12
    you can try to convince the enemy
    to join you as a summon-able persona,
  • 1:12 - 1:15
    you can extort them
    for money or items,
  • 1:15 - 1:19
    OR you can take advantage of your
    position and perform an All Out Attack.
  • 1:20 - 1:23
    If you choose that option,
    this will initiate a short,
  • 1:23 - 1:26
    flashy cut-scene in which your entire
    team attacks the enemy at once in a
  • 1:26 - 1:28
    glorious swarm.
  • 1:28 - 1:32
    Now, in the event that your opponent
    survives this, battle will simply resume.
  • 1:32 - 1:36
    But in the much-more-likely event that
    your enemies are completely wiped out,
  • 1:36 - 1:38
    you are rewarded with a
    special victory screen
  • 1:38 - 1:41
    featuring the character
    who initiated the attack.
  • 1:41 - 1:45
    These are unique for every party
    member, and they are all great.
  • 1:45 - 1:48
    Now, there are a LOT of moving parts
    in this All-Out Attack sequence,
  • 1:48 - 1:51
    and they all come and go
    in the blink of an eye so,
  • 1:51 - 1:53
    let’s try to break
    this down into chunks.
  • 1:54 - 1:57
    From the Hold Up screen,
    as soon as you select All-Out Attack,
  • 1:57 - 1:59
    your entire party first
    stows their firearms
  • 1:59 - 2:01
    and switches back
    to melee weapons.
  • 2:01 - 2:04
    These are just the default
    animations your characters do
  • 2:04 - 2:07
    whenever you swap back to
    melee weapons during battle.
  • 2:07 - 2:11
    And the instant everybody returns to their
    idle pose, they immediately leap backward.
  • 2:11 - 2:15
    Your main character, Joker, has the
    most eye-catching jump of the bunch,
  • 2:15 - 2:17
    which is good,
    because he’s always in your party
  • 2:17 - 2:20
    and he’s always going to be
    front and center on this screen.
  • 2:20 - 2:22
    And then,
    just as your characters land,
  • 2:22 - 2:26
    the battlefield is obscured by
    a big 2D animated dust cloud,
  • 2:26 - 2:28
    which serves to hide
    a scenery change.
  • 2:28 - 2:31
    When the cloud clears,
    your party is now clustered together
  • 2:31 - 2:34
    and facing camera,
    against a flat red background.
  • 2:34 - 2:36
    The camera pulls back,
    the background cracks
  • 2:36 - 2:40
    and the lighting on your 3D characters
    dims until they’re nothing but silhouettes,
  • 2:40 - 2:43
    visually flattening
    them into a 2D shape.
  • 2:43 - 2:46
    And then everybody
    springs into action.
  • 2:46 - 2:49
    And I really like how they’re not
    all jumping at the exact same time!
  • 2:49 - 2:51
    There is a nice
    staggered rhythm to this.
  • 2:51 - 2:55
    Morgana even does a smaller hop
    before leaping out of frame.
  • 2:55 - 2:58
    And in real time, obviously,
    this is all happening super fast.
  • 2:58 - 3:00
    The time between the
    2D dust cloud wipe
  • 3:00 - 3:04
    and everybody leaving frame
    is like 1 second, tops,
  • 3:04 - 3:07
    but that variation in their exit
    timing adds some really nice texture.
  • 3:07 - 3:09
    It’s the little
    touches like that,
  • 3:09 - 3:13
    that make this whole sequence feel
    so viscerally satisfying in motion.
  • 3:13 - 3:16
    So once everybody is off screen,
    there’s another screen shake,
  • 3:16 - 3:19
    the fractured background
    shatters and your party members’
  • 3:19 - 3:21
    portraits appear in
    the foreground shards.
  • 3:21 - 3:25
    Then all the fragments fly past camera,
    setting us up for another scene change.
  • 3:25 - 3:29
    We pull back to see the darkened
    silhouette of our opponent.
  • 3:29 - 3:32
    And this is still a 3D model
    that we're looking at, but again,
  • 3:32 - 3:36
    because of the absence of lighting,
    it appears like a flat 2D shape,
  • 3:36 - 3:39
    which helps them to fit right in to
    this barrage of 2D effects animation
  • 3:40 - 3:41
    they are being pummeled with.
  • 3:41 - 3:42
    The screen shakes.
  • 3:42 - 3:46
    Darkened 2D blurs representing your
    characters streak across the screen.
  • 3:46 - 3:49
    The enemy plays their hit
    react animation on loop.
  • 3:49 - 3:54
    Onomatopoeic katakana and impact
    flashes are everywhere… it’s awesome.
  • 3:54 - 3:56
    And then one final bright
    flash fills the screen,
  • 3:56 - 3:59
    clearing the board and setting
    up the final scene change.
  • 3:59 - 4:02
    Whichever character
    initiated the All-Out Attack
  • 4:02 - 4:04
    drops down onto a flat
    red and black field
  • 4:04 - 4:07
    with the enemy silhouetted
    behind, does a little flourish.
  • 4:07 - 4:10
    And then, with a snappy zoom,
    your 3D character is swapped
  • 4:10 - 4:13
    for a gorgeous hand drawn rendition
    and the background is filled
  • 4:13 - 4:15
    with an animated splash screen
  • 4:15 - 4:18
    as the enemy bursts in a
    silhouetted blood spray effect.
  • 4:18 - 4:22
    When you frame through this, you can
    actually see the the one-frame cross-fade
  • 4:22 - 4:25
    from the 3D model to
    the pose-matched 2D art!
  • 4:25 - 4:28
    Again, every member of the party has
    a different version of this screen
  • 4:28 - 4:29
    and they all look amazing.
  • 4:29 - 4:33
    And even here there's a lot
    of subtle animation happening.
  • 4:33 - 4:35
    There’s that shake on
    the 2D assets emphasizing
  • 4:35 - 4:37
    the impact of the
    zoom transition,
  • 4:37 - 4:40
    and the slight drifting
    rotation of the 2D layers?
  • 4:40 - 4:42
    Mmm. It's very good.
  • 4:42 - 4:47
    All of the action I just described
    happens within the span of like 8 seconds,
  • 4:47 - 4:51
    but that action is so well-composed that
    it not only reads clearly throughout,
  • 4:51 - 4:55
    but you don’t even get a chance to
    notice when any individual element is
  • 4:55 - 4:56
    maybe a little lackluster.
  • 4:56 - 5:00
    Which is good, because that element
    is usually the character animation.
  • 5:00 - 5:04
    Like, if I really wanted to get in
    there and nitpick things a bit,
  • 5:04 - 5:08
    I can see plenty of places where the
    animation on the 3D characters is a little
  • 5:08 - 5:09
    rough around the edges.
  • 5:09 - 5:15
    Like, here: Ryuji’s transition from Hold
    Up stance to his weapon swapping animation
  • 5:15 - 5:17
    results in this quick,
    slide-y 180 degree turn,
  • 5:17 - 5:20
    because the two animations don’t
    start with the same foot forward.
  • 5:20 - 5:22
    You usually don’t want that.
  • 5:22 - 5:24
    And his little weapon
    twirl right after -
  • 5:24 - 5:28
    while a cool touch - isn’t animated in
    a way that makes much physical sense.
  • 5:28 - 5:31
    Or Joker’s back handspring
    here: it looks pretty nice,
  • 5:31 - 5:34
    but it could use a more
    pronounced anticipating crouch
  • 5:34 - 5:36
    to sell the physicality
    of the jump better.
  • 5:36 - 5:38
    It’s little polishy
    stuff like that.
  • 5:38 - 5:42
    And there’s a number of tiny imperfections
    in the screen transitions too,
  • 5:42 - 5:45
    like, how your party members
    often pop into place a few frames
  • 5:45 - 5:47
    after the dust cloud
    already passed,
  • 5:47 - 5:49
    and sometimes the characters
    are even partially clipping
  • 5:49 - 5:52
    through the red backdrop
    for a couple of frames.
  • 5:52 - 5:56
    But good luck spotting ANY of those rough
    edges when you play this back at speed.
  • 5:56 - 5:59
    All those tiny little flaws
    just get completely lost
  • 5:59 - 6:02
    in the larger whirling
    tapestry of movement here.
  • 6:02 - 6:06
    If anything, framing through this
    and seeing those tiny little seams
  • 6:06 - 6:11
    really only serves to highlight how
    intricately-choreographed this whole sequence is.
  • 6:11 - 6:13
    This right here is a microcosm
  • 6:13 - 6:16
    of everything that makes the
    animation in Persona work:
  • 6:16 - 6:20
    in the places where the polish and
    fidelity of the character animation
  • 6:20 - 6:23
    kind of underwhelms,
    a bombardment of gorgeous 2D art,
  • 6:23 - 6:27
    and effects and UI animation
    picks up the slack.
  • 6:27 - 6:29
    Because,
    to be a little blunt about it,
  • 6:29 - 6:31
    there is not much
    especially remarkable
  • 6:31 - 6:34
    about the 3D character
    animation in Persona games.
  • 6:34 - 6:36
    And I’m not meaning
    that as an insult!
  • 6:36 - 6:39
    For a franchise that has historically
    had to make modest budgets
  • 6:39 - 6:43
    and small dev teams go
    a very very long way,
  • 6:43 - 6:45
    I think they’ve done
    a fantastic job.
  • 6:45 - 6:50
    But if you actually look at most of the
    game’s 3D character animation in isolation,
  • 6:50 - 6:52
    very little of it stands out.
  • 6:52 - 6:56
    Like, if you’re just looking at the 3D
    characters in these story scenes,
  • 6:56 - 6:58
    just their gestures and
    their physical acting,
  • 6:58 - 7:02
    nothing about these performances
    is all that striking or impressive.
  • 7:02 - 7:06
    BUT, reinforce those animations with
    some gorgeous character portraits
  • 7:06 - 7:10
    so that every line of dialog has some
    more nuanced expressiveness attached,
  • 7:10 - 7:11
    and suddenly it pops!
  • 7:12 - 7:16
    And layered on top of that, you’ve got a
    dialog box wobbling with chaotic energy,
  • 7:16 - 7:20
    plus some extreme close-up splashes
    to punctuate spikes in emotion…
  • 7:20 - 7:24
    put all of that together and now you’ve
    got a yourself a pretty dynamic scene.
  • 7:24 - 7:26
    It’s the same with the
    battle interface too!
  • 7:26 - 7:29
    A lot of these battle animations are
    actually pretty darned solid to begin with,
  • 7:29 - 7:33
    but even so, none of this would
    be nearly so visually striking
  • 7:33 - 7:35
    without all those
    2D hit effects,
  • 7:35 - 7:38
    and those really stylish
    screen wipes between turns,
  • 7:38 - 7:43
    and also that INCREDIBLE animated menu
    interface layered behind your character.
  • 7:43 - 7:47
    The 3D character animation in
    Persona is like a foundation layer,
  • 7:47 - 7:52
    with all of the 2D art that actually
    makes things pop built on top of it.
  • 7:52 - 7:55
    The streamlined efficiency
    of this animation
  • 7:55 - 7:56
    approach is what
    makes it possible
  • 7:56 - 8:00
    for the Persona team to produce an
    absurd quantity of story scenes.
  • 8:00 - 8:04
    And because this game’s art
    direction is so incredibly cohesive,
  • 8:04 - 8:10
    this 2D/3D hybrid anime-infused aesthetic
    far exceeds the sum of its parts.
  • 8:10 - 8:11
    The character
    animation in Persona
  • 8:11 - 8:15
    may not have nearly the animation
    fidelity of a Final Fantasy,
  • 8:15 - 8:19
    nor stay as true to the anime
    aesthetic as a Guilty Gear.
  • 8:19 - 8:24
    And yet, these games still transcend their
    budget limitations with overwhelming style.
  • 8:24 - 8:26
    And I think that is very cool.
  • 8:27 - 8:30
    A special thanks to Hank Kleinberg
    for suggesting this topic,
  • 8:30 - 8:33
    and for giving me an excuse to
    listen to a LOT of Persona music.
  • 8:33 - 8:35
    If you enjoyed this
    animation breakdown,
  • 8:35 - 8:37
    then consider hitting
    that Subscribe button,
  • 8:37 - 8:40
    maybe even that little bell
    thingy if you’re feeling feisty.
  • 8:40 - 8:42
    Or hey, you could consider
    supporting the show directly
  • 8:42 - 8:45
    like all these good
    delinquents over here.
  • 8:45 - 8:48
    Thank you for watching,
    and I’ll see you next time.
  • 8:48 - 9:00
    [music]
Title:
The Overwhelming Style of Persona 5's All-Out Attacks
Description:

more » « less
Video Language:
English
Duration:
09:01

English subtitles

Revisions