Oh boy... I think I may have bit
off too much this time. [music] So, okay. As an animator,
I always find it fascinating to look at the entire span
of a franchise’s history and watch how the character animation
evolves from game to game. It’s a fun exercise,
I recommend it! You get to study a
bunch of animation, you learn a little game animation
history along the way AND you enjoy a nostalgia
trip in the process. Why do I bring this up?
Well, because Sonic the Hedgehog is going to turn thirty this year. YEAH. Our little speed boy is about to start
experiencing the joys of back pain. And actually feeling
hangovers in the morning. “So hey”, I thought to myself, “this ridiculous hedgehog has one of
the wildest histories in all of gaming. Why don’t I play ALL of the Sonic games
and see which ones have the best animation? That could be fun!” Turns out I was wrong about that
last thing, but the point is: I DID IT. Now, if you ask five different fans which
of the Sonic games are “good” or “bad”, you are likely to get
five different answers, but most of us can at least
agree that the Sonic franchise is a quality roller-coaster, yeah? Well here’s the fun thing: the
animation quality in those games is ALSO kind of a roller-coaster, but it turns out these roller-coasters
are very much not in sync. But which Sonic games
have the best animation? Which have the worst? And what is it that makes for
good animation in a Sonic game? Let’s find out together! Because I’ll be
darned if I’m going through this alone. Welcome to New Frame Plus. Now before we set off on this journey,
let me establish some ground rules. One: we are only sticking to the main line
Sonic platformer and action games here. So no racing spinoffs,
no Olympics, no Smash Bros, no weird arcade games where Sonic is
a cop (which is real, by the way). No, this is already going to be
my longest episode ever BY FAR, let’s try to keep
this under control. Two: to simplify things
just a little further, I’m also limiting this list to
the games which were released on a home console at some point. So no hand-held exclusives. FASCINATING THOUGH IT WOULD BE to dig into
that one time BioWare made a Sonic RPG, I’ve been working on this
for like five months now and I’d love for it
to be done someday. And three: as always,
remember that just because a game is old doesn’t mean it can’t
have good animation. Nor is bad animation in an older game
simply bad BECAUSE the game is old. Don’t make me tap the sign. But okay, I think that’s it.
We have 25 Sonic games to look at, so... take my lead, I’ll set you free. Follow me! [music] See now, this right here
is a heck of a start. Yes, it is primitive
by today’s standards, but the animation in
this game is still GREAT. For one thing, despite being like 40
pixels tall, 16-bit Sonic is expressive! Look at that
confident idle stance! Or the surprise on his face when
he’s swept down a hill by water. Or - and I know everybody
brings this up, but - the way he will get impatient with YOU if
you leave him standing around for too long. Even the basic "meat and
potatoes" animations like running, skidding to a
stop, pushing blocks… every frame of these animations
is taking full advantage of the inherent appeal of
Sonic’s character design, emphasizing his
current emotional state, and reinforcing the depiction
of this character as cool, and confident and just adorable. And that expressiveness
is kind of a big deal. This is Sonic’s first game, and I would argue he is
already demonstrating more animated personality
than Mario had in any of his games
to this point! For this brief window of time,
Sega HAS indeed done what Nintendidn’t. But all this characterization isn’t the
only reason Sonic 1’s animation is so good. In addition to all that, Sonic’s
animation is also incredibly functional. You see, character animation
is an enormous contributor when it comes to
how a game feels. It provides visual
feedback for our inputs and it helps us to intuit
how things in the game work. And Sonic’s character animation is great at
conveying the mechanics of his locomotion. For example: the thing that
makes Sonic platforming unique is the way it’s built
around momentum, right? It takes time for Sonic to
accelerate to full speed. And his animation reflects that by
being broken up into distinct phases. When you first
start Sonic moving, he’ll kick off with this jog,
which is a 6-frame cycle. And as you start picking up speed,
that jog cycle loops faster. Then, once you finally reach
Sonic’s full running speed, he switches to a completely
new 4-frame cycle where his feet become
a spinning blur. And notice how the initial jog cycle
feels like it’s taking some effort. Sonic is pumping his arms and you can see some vertical
movement on his body with each step, very much like actual jogging. But then, once he hits top speed,
his arms tuck into his sides, that vertical motion disappears
and his run becomes smooth and seemingly effortless to
maintain, like he’s coasting. The animation is helping
to reinforce the fact that THIS speed is
where you want to be, but it’s going to take a little
time and effort to get there. And if you try to stop or turn around,
this skidding animation emphasizes the effort it takes
just to Sonic slow down, again, visually reinforcing
the momentum thing. One of the other unique
properties of Sonic platforming is the way you have to factor in
the angle of the ground beneath you. You can use slopes to
gain speed or verticality, and the angle of the
slope you’re standing on can significantly affect
the arc of your jumps. So, in order to make this
functionality clearer, all of Sonic's run cycles
have these rotated variants, visually demonstrating that
YES, Sonic is absolutely built to traverse the
environment this way and you do NEED to take the slope of the
ground into account when maneuvering. Sonic’s handling may have
a bit of a learning curve, but the character animation helps a
great deal with that learning process, telegraphing all of the
functional information you need to know about how
Sonic’s movement works. The animation helps to make this
momentum-based navigation feel intuitive. And I know a lot of this stuff
might seem self-explanatory, but the fact that it all does feel so obvious
when you just look at Sonic in motion is a testament to how WELL Sonic
Team designed this move set. In terms of animation quality,
this is a fantastic start for the series. And Sonic Team would build on
that success in the sequel, but... before we jump to that,
we need to take a little detour. Because you see,
in addition to the Genesis games, Sega did develop a handful of
Sonic titles for the Game Gear. And several of those games also happened
to release on Sega’s previous home console, the Master System. Which means - according
to my arbitrary (but infallible) rules - that I have to include them. But that’s alright, because the
animation in these is also pretty good! [music] First of them, less than a year after
the release of Sonic the Hedgehog: it’s Sonic the Hedgehog!
But 8-bit this time. Now obviously we are looking at
a downgrade in hardware power. The Master System had access to a much
smaller color palette than the Genesis, so we’ve lost some
character sprite detail. They've also had to cut those rotated
variant run cycles for sloped surfaces, although the slopes do
still impact your movement. And there have been some other small omissions
like ledge teetering and block pushing, but otherwise, this
8-bit Sonic can do almost all the same stuff
as he could on the Genesis! The acceleration and skidding to a
stop, the rolling, the spring jumping and running in midair… these
animations may be simplified, but they’re all still in there. And what’s more: so
is the personality! Despite all the downgrades,
Sonics character appeal and attitude are still coming
through loud and clear. Almost everything that worked about
the animation in the 16-bit original still works here, and - considering the limitations
- that’s kind of amazing. And the sequel to
this does even better! [music] Still on the Master
System, still 8-bit, and the lot of the animations from the
previous game are basically unchanged aside from color tweaks,
BUT there are some noteworthy additions. For one: Sonic has a brand new
version of the Bored animation when you leave
him idle too long, and I don't think we would see this particular
fidget come back later in the series, at least not on Sonic,
but I kind of love it. It’s like “....?
Are we gonna go? I can’t do it by myself. Like, I can't... I can’t do it.” And now 8-bit Sonic can teeter on
ledges just like the Genesis version! And they’ve SORT OF made the rotated
run cycles work, if only in these loops. Like, it’s not a great game as 2D
Sonics go, but in terms of animation, this does quite a bit to close the gap
between Sonic’s 8- and 16-bit incarnations. Plus, hey, first sighting of Tails!
That’s fun. I mean, he’s not playable
yet, but he will be! Speaking of which... [music] Everything about Sonic 1’s
animation was already working, so rather than
reinventing the wheel, the Genesis sequels are all about building
on that foundation and expanding scope. So in addition to some subtle
adjustments to his design, this iteration of Sonic also
gets a bunch of new moves. And my favorite of these
is EASILY the Spindash. This looks awesome. You’ve got that
tilt emphasizing Sonic’s direction like a cartoon tire peeling out.
You've got the dust billowing behind… it’s just fantastic. And Sonic can also now run
through these corkscrew things. They use this same animation when
Sonic hits these springboards and it looks so good! It’s the first of these new
animations to start suggesting more three dimensional
shape on this 2D character, which they’re going to be doing
more and more the further we go. Plus, Sonic’s Bored fidget has
been extended, with new stages where he checks his watch and eventually
flops down on the ground to chill while you finish whatever
is so darned important. Also, and I love this:
Sonic has not one, not two, but THREE ledge
teetering animations! One for if you’re
facing the ledge. One for if you’re facing
away from the ledge. And a third for if you’re REALLY
about to fall off that edge. Superfluous? Yeah, probably. But come on.
Three animations for that! But perhaps even more noteworthy
than ALL the new things Sonic can do is the fact that Sonic 2 introduces
a second playable character. Now Tails’s animation set might
be a bit less robust than Sonic’s. This poor kid only gets one
teeter animation to call his own. But give him a break,
it’s his first day and he’s very small. But the important thing is that -
even though his moveset and handling are mostly the same as Sonic’s - the aesthetic look of his
locomotion is very different! Tails has this tottering,
kid-like quality to his run that feels completely unlike
Sonic’s more confident stride. And when he gets bored standing there
too long, he does a little yawn! Cause he’s little
and he’s sweepy. It really drives home
just how much personality Sonic Team is infusing
these animations with; that these two characters
can handle mostly the same and still look so
different doing it. Sonic 2’s animation is just
a straight up improvement in pretty much every single way.
So how do you improve on that? [music] Now this one’s an interesting case,
because it’s sort of a side-grade developed by a different team
than the folks behind Sonic 2. There are tons of neat little
additions in here, animation-wise, but also a few notable losses.
Lemme show you what I mean. First off, Sonic’s character sprite is
back to the design he had in Sonic 1. Which is fine, because the differences
between the two are nearly imperceptible. But it's not just
the design change, we’ve also lost MOST of the great
new animations that Sonic 2 added. And that part’s a bummer. The corkscrew run is gone. Those new Bored fidgets where he checks
his watch and lays down are gone. Though I guess Sonic
does straight up bail on you if you make him wait for three minutes,
which... alright that's kinda funny. I’ll call that
one an even trade. And they DID bring
back the Spindash, but instead of that awesome
tire spin animation, now he just does a spin in place. BOOOOOO. And one of the biggest losses is
actually one of the most subtle. For some reason, this time Sonic’s
jog as he starts building speed no longer has any vertical movement.
There’s no bounce to it at all. The difference is, admittedly,
pretty hard to notice if you don’t have them
side-by-side, but I would argue it’s actually a pretty big downgrade to
the multi-phase progression of his run. That vertical “jogging” bounce really helped to sell the
effort of building momentum before settling into the smoother
glide of your top speed sprint, and the overall run just kinda
feels slightly worse for the change. Fortunately, all of those losses are balanced out by a bunch
of neat new additions. The most prominent of which (and EASILY
my favorite) is the Super Peel Out. How do you take Sonic’s already
exaggerated, feet-blurring run and crank it up to
look even faster? Well, you lean him
even further forward, throw those arms back
behind him Naruto-style and get those feet moving SO fast that
the blur turns into an abstract shape. I love this. It doesn’t quite make up
for the tragic loss of Good Spindash, but boy, it does come close! And there are a bunch of
other great additions too, like these little twirly jumps! And the overhead ramp! And this thing! And TINY SONIC. Look at Tiny Sonic!
I want a Tiny Sonic game. Plus now we've got Metal Sonic!
And also Amy, displaying literally the only character trait she’s going
to be given for the next 25 years. So yeah. Not what I’d call an
upgrade to Sonic 2’s animation, but it’s got some cool
additions going for it. Also, it's worth noting, Christian Whitehead’s excellent
2011 port of this game, which is probably the version
most of you have played, gives you the option to bring
back Good Spindash! And for that, every one of you is now obligated to
give him an enthusiastic high five if you happen to meet in person. Now let’s jump back to the Master
System one last time real quick... [music] I don’t want to spend too long on this
because there’s not much more to be said, but it astounds me that they
keep finding new ways to squeeze a LITTLE BIT MORE out
of this 8-bit hardware. Sonic is looking closer to his
16-bit counterpart than ever. And they've got the loop
rotations working better! And the corkscrew
thing is in there (sort of)! And they added Good Spindash! Plus Tails is playable, and looking astonishingly faithful
to how he looked in Sonic 2. Hats off to all the folks behind
these Master System and Game Gear titles, because this can’t
have been easy. Anyway! [music] Like Sonic 2, this sequel is all
about taking a successful foundation and just piling on MORE. Sonic’s got all kinds of fancy
new ways to navigate obstacles. Tails can even carry Sonic around
when he flies now, which is adorable. Look how cute this
boss fight is! And I’m impressed at how
frequently these new additions show Sonic off from
unusual angles. Like, look at this full
turntable rotation! They’re still doing
such a good job of giving a sense of three dimensional
shape to this 2D character sprite. Not every change is a 100%
win, though. Like, Sonic has a new bored fidget
in Sonic 3, and I usually LOVE these because they are just pure
character expression, but I would call this replacement
a noticeable downgrade. The posing on this foot
tap is perfectly FINE, but it’s also a bit neutral, the way he’s standing
stiffly upright. That forward lean from
the previous games really helped to sell the irritation
of that look toward camera. And now, instead of that great one-two combo of Sonic
glancing at his invisible watch and eventually giving up and
laying down in annoyance, we have… this? I honestly cannot tell what
these hand gestures are. Like, obviously he’s
pointing at the end to say “Hey, we’re supposed
to be going THAT way”, but what is his right hand doing?
Is this pointing to camera? Or is he snapping
his fingers at us? I’ve watched this like fifty
times, I still can’t decide. But, tiny little nitpicks like those
aside, the animation in this - as with all of these Genesis-era Sonic
titles - is still firing on all cylinders. It’s expressive, it’s
functional, and it’s got style. But one of the most important
new additions in Sonic 3 is the introduction
of the Story Cutscene. They aren’t long, and they’re mostly assembled using
existing game-play animations, but these quick little scenes provide a
bit of connective tissue between levels. And they are pretty
great little additions! Let's all take a moment to really
appreciate this brief window of time where Sonic cutscenes
are just... good. We’re not gonna get
to enjoy this often, okay? So... Relish it. And hey, now Knuckles is here! The trinity is now assembled,
which means we might as well proceed to... [music] Boy, the increasingly
clunky CG renders of Sonic in these title screen animations really feel like ominous
foreshadowing in hindsight, huh? So Sonic’s animation in
this… expansion? Sequel?... Sonic’s animation in
this expansionequel is basically identical to
his animation set in Sonic 3. But now Knuckles is also playable! Both in this,
and retroactively in Sonic 2 and 3 also. Because that's just a thing
you could do, I guess! Like Tails before him, Knuckles is
yet another new personality flavor being layered over
Sonic movement. Just like Tails, Knuckles has some
unique moves and tricks of his own, like gliding and wall climbing. But for me, the best thing about
Knuckles’ animation is that, like Tails, even the moves he shares with Sonic, he
does in his own character-appropriate way. Like, his crouch pose.
It's less about taking cover and more of a “fists up,
protect your head” maneuver. His Bored fidget
has him air boxing. And his teetering animation,
while there is only one of them, is the longest,
most detailed one in the series yet. He’s like “WHOOP whoa hey I GOT IT. I got
it... ohhh no don't got it OH NO” I so LOVE seeing this emphasis on
characterization prioritized so early and so consistently
in this series! But boy, if you REALLY want
to talk characterization, let’s just move on to the next one. [music] Now yes, this game for the Sega 32x is
arguably a spinoff. Sonic isn’t even IN it. But technically
it IS the Sonic IP, it is a platformer,
and it WAS released on a home console. IN FOR A RING, IN FOR AN EMERALD, BABY Besides, there’s no way
we can leave this one out, the animation in
this game is great. If you haven’t played it
(and you probably haven’t), the central mechanic of Knuckles’
Chaotix is cooperative movement. You play with two characters tethered
together by the rings they hold, and they can each use each other's
momentum to traverse the level. That is some complex
platforming mobility to have to visually
convey in pixel animation, so - in addition to
his sprite redesign - Knuckles has a completely
overhauled animation set. His core movement verbs of running, jumping,
spindash, glide and climb are still there, but his animation can’t just be
about how he moves around now. It also has to convey the influence
of his tether partner’s movement. Notice how a lot of his animations
are designed in such a way that allows his ring arm to
exist as a separate sprite. This allows the angle
of that arm to change to reflect his partner’s
position at any time, whether they’re lagging behind or running
ahead, hovering above or dangling below. And he’s got poses for digging
in his heels to hold steady so his partner can stretch out
the tether for a slingshot move. And all of this really works! And the best part is that every one of the five playable
characters in this game feels unique. Just like the Sonic/Tails/Knuckles
trinity before them, each of these characters has unique
animated movement and personality. Knuckles is a
familiar face here, so his animations mostly stick to the
posing and attitude we already know. Mighty, meanwhile,
is sort of your budget Sonic. Similar attitude,
similar posing. Espio has this intensely
serious energy about him, but I love that they’ve also infused
him with a hint of cockiness. Like, everybody else looks all nervous
when they teeter over a ledge, but Espio? Pffft. Doesn’t even care.
Look at this smug dork. Charmie is… well, small. But Vector. Look at him! He dances! He gives this happy look
toward camera when he runs! He’s having such a good time! I love Vector. Knuckles’ Chaotix might be
a real mixed bag of a game, but it is a great demonstration of exactly what it is that makes
for good animation in a Sonic title. As I see it, good Sonic animation
comes down to four things. First, Appeal. Good Sonic
animation is appealing to look at. Appeal can be a somewhat difficult
animation principle to explain (I'll make a video
about it someday) but, for now, think of it as “the charisma level of a character’s
design, motion and performance”. It's the difference between THIS… and THIS.
Appealing… Not Appealing. Good Sonic animation has appealing poses,
appealing expressions, appealing movement. Sonic characters tend to have some
pretty great-looking designs (most of the time), but those designs are only effective
when posed and animated well. Some of these games might lean into
the cuteness of these characters, others might be more about, uh... “coolness”, but whatever look a game is going for, the animation of the characters
has to support that aesthetic. Second thing: Characterization. Good Sonic animation is loaded
with personality. It is expressive. Every animation should help to show
you what this character is about. What’s more,
the animation should help to emphasize what makes each of these
characters distinct. If two very different characters are
moving and behaving exactly the same way in one of these games,
then something has gone wrong. Third thing: Game Feel. The animation in these Sonic
games cannot just look good, it has to functionally
serve gameplay. It should add
clarity to the mechanics. It should help Sonic to
feel better to control. It should make going fast feel GREAT. Lots of these games play a little
differently from each other, but whatever any given game
demands from the player, the character animation should be
helping to make that play feel solid. And the fourth thing: Polish. Arguably the least important
of these four, but still, you can’t ignore
technical implementation. Because if the animation
is breaking all the time, well, then it doesn’t really matter how
good it was SUPPOSED to look, does it? Sonic game animation is only going
to get more complicated from here as we move into the 3D
era, but even so, the quality of that animation will
ALWAYS come down to those four factors. And with THAT… well, here we go! [music] Sonic 3D Blast (or Sonic 3D: Flickies’
Island, for my European viewers) was the last Sonic game
released on the Genesis and it was eventually ported
to the ill-fated Sega Saturn. You see,
the game industry at large was beginning its shift toward
3D graphics at this point. And although the aging Genesis
hardware was not capable of 3D graphics, Sega did want to start pushing
Sonic in that exciting new direction. So they enlisted the help of
Britain-based studio Traveller's Tales and tasked them with developing
the closest equivalent to 3D that the Genesis WAS capable of: a 2D
Sonic game with an isometric perspective. And this more three dimensional
feeling camera angle necessitated a new approach
to animating Sonic. Just the shift to an isometric presentation
creates a greater sense of depth in the level, which not only means that Sonic himself
needs to feel more three dimensional to visually belong
in that space, but it also means that all of his animation
needs to support movement in any direction. Now, in addition to a
side-to-side run cycle, you also need a version for running
away from camera, running toward camera, running diagonally toward camera,
running diagonally awa- ...you get the idea. Now, today, the simplest
solution for that problem would probably be to just go full
3D and have Sonic be a 3D character you can easily rotate
any direction you want. But, again, proper 3D graphics were not
something the Genesis was equipped to handle, so they instead decided to adopt
the Donkey Kong Country approach. Build Sonic as a 3D model first,
animate that 3D character, then render those animations out to all
the different camera angles you need, compress those rendered frames into
sprites and BAM, 3D Sonic! ...Kind of. It’s a reasonable
solution to the problem. But although this approach does
reap some of 3D’s benefits, it also comes with the inherent limitations
and downsides of 3D game animation. And in 1996,
those limitations were MANY. Now, don’t get me wrong; 3D animation had
been a thing for a WHILE at this point, but the tools for creating 3D animation
were still relatively primitive and most of the people in the game industry
didn’t have much experience with them yet. So what you get is THIS. The opening movie
kinda says it all; Sonic’s legitimately
great pixel animation run has here devolved into a
stiff, awkward waddle. And just look at some of the stills
from this game’s opening cutscene. The vacant stare.
This pose that isn’t ANYTHING. It almost looks like somebody's dropping
unlicensed Sonic toys in the shot. Now, to their credit:
once we get into game-play, Sonic DOES feel like a 3D shape
with consistent form and volume, so that aspect is working!
But unfortunately, animating that 3D shape to the standard of clarity and visual
appeal that we saw in the previous games is REALLY difficult in 1996.
And this game does NOT succeed. Sure you can see Sonic from 8 different
angles now, but the cost is so high. He can still run and
jump and spindash, but all of the personality
and the appeal that this series used to have in its
character sprite art has just been DRAINED. What IS this idle pose? What are his hands doing? Are they
supposed to be resting on his hips? And this Bored fidget
is in rough shape too. As much as Sonic is meant to look like a 3D
character here, he’s not moving like one. There’s no shift in weight or anything;
only his arms and foot move at all. And why are his arms repeatedly
crossing and uncrossing so quickly? I've not sped this up! I will give them the dimension
ring-grabbing animation, though. This looks pretty nice. Look, I’ve met a guy
who worked on this. He’s an Animation Director
on MASSIVE AAA projects now. He's got a level of experience and
skill I can only HOPE to reach one day. The fact is, this game
was a big technical challenge, it was really early days for 3D
animation in the game industry and everybody was still
figuring stuff out. But even so, regardless of
the limitations of the time, the results here are such a
considerable downgrade on every front. And thus begins Sonic’s troubled
expedition into the realm of 3D. This was the first
little trip-up, but now he’s just gonna kinda fall
down the stairs for a little while. I’m starting to get actually motion sick
looking at this one, so let’s move on! [music] For some context on this one: at the
time of Sonic Adventure's release in 1998, the industry-wide shift to 3D
gaming was already well underway. Metal Gear Solid, Ocarina of Time,
Resident Evil 2, Final Fantasy VII and Banjo-Kazooie were
all on store shelves. Crash Bandicoot already had
like three games out somehow. And Mario 64 had been
out for two years, showcasing some pretty impressive
early 3D character animation. I've got a video on that one already
if you would like to check it sometime. But even so, the game industry was still
very much in that learning process with 3D. So it is entirely
understandable that Sonic Team would experience their share
of those growing pains. And BOY DID THEY. I feel like we need to talk about gameplay
and cutscene animation separately, so let’s start with gameplay, because
there is genuinely some good stuff in here. For one thing, Sonic’s run?
Not bad! Just like in the 16-bit originals, Sonic's run still
has those multiple phases as he builds speed. First a walk, then a slow jog,
then a faster jog with longer strides, then he throws those arms
behind him for a full tilt run. And if you hit a booster,
he’s got a fifth EVEN FASTER sprint. And notice they’re still doing that thing
where early phases of the walk and the jog feel bouncier and more strenuous
as Sonic tries to build speed, while the full tilt running
is more of a smoother glide. Granted, I don’t really love any of
these cycles as isolated animations. Like, I don’t think any individual one
of them QUITE matches the appeal of, say, Mario’s run. Or even
Sonic’s own 16-bit run. But the progression that these cycles combine
to create is still really effective. Easily better than the
sum of their parts. And Sonic has some other great
details in his locomotion too, especially considering
how early this is in the 3D era. Like this skid-stop-turn transition here?
That’s a nice touch! And check out how Sonic
looks into his turns. Like, if you steer Sonic right or left, he’ll
turn his head in that direction as he goes. Now that these characters are in 3D,
tiny details like that go such a long way toward making basic navigation
look and feel better. They’ve also implemented some neat
procedural systems, like Look-At targets which allow Sonic to automatically look in
the direction of nearby points of interest. The head rotation can be
a little clunky in action but it still helps to make him
feel more aware of his environment, which makes him feel more like a
living, thinking character! And Sonic does still have some of those
expressive touches in his animation too, like the increasingly fancy acrobatics
he does when springing on trampolines. And somebody went to the
trouble of making an animation JUST for if the player walks into the
casino’s showers after exiting the sewers! They did NOT have to do that,
but I love that they did. And Tails’ idle tail-flicking
loop looks really nice. Like, right? Look at that.
That looks good. Actually, speaking of Tails, one of my favorite things about
the animation in this game is that - even though they’re still
coming to grips with this 3D technology - they’re CLEARLY making an effort to make all of
these playable characters’ animation distinct. Even when their
animation isn’t GOOD (and there are plenty of
places where it's not), everyone does still feel
unique, and that has real value. But despite all of
those good qualities, the gameplay animation is
still kind of a mixed bag. For one thing,
everyone’s idle animation is pretty bad. They are all just linearly
oscillating between two poses. One, two. One, two. One, two.
One, two. One two. It’s just very robotic.
Even for the actual robot. And what is going on
with Amy’s grabby hands? What IS this? What is she doing? And for every gameplay animation
in here that IS working, there are at least
two that aren’t. Knuckles’ punches are…
somewhat lackluster. Amy’s run cycles are upsetting. Froggie’s animation is… honestly I’m
just kinda mad I had to play this part. In general, NONE of these gameplay
animations have the expressiveness or the appeal of the pixel animation
we were seeing on the Genesis. But then, to be fair: that is hardly
unique to Sonic in 1998, right? It’s early 3D gaming,
every character is a potato. But then there’s the cinematic
and narrative animation, which is comically
SUPREMELY BAD. [SONIC: "Watch out, you're gonna crash! Ahh!"] Where to even start. Just that first cutscene when you boot
the game up is a BRUTAL first impression. Those awkward,
sliding human walks... And then seeing Sonic spawn in, float gently to the ground,
starts to hit an action stance, but then cut to a new camera angle
in a completely different pose and… [SONIC: “Oh yeah!
This is happening!”]... oof. The acting and dialog animation
in these scenes is just a disaster. The lip sync animation
appears to be constructed of generic mouth flapping
“talk” cycles, with the occasional custom
expression for big exclamations. Which is not an inherently bad approach
actually, especially for a 1998 game, but the execution
here just looks awful. Both in English AND in
the original Japanese. Those bigger custom expressions
aren’t animated well and don't match any
of the line reads. The hand gestures rarely feel synced
to what any given character is saying. And I cannot FATHOM the logic behind
randomly wiggling features on Sonic’s head as a “talking” animation. The eyelids are bad enough,
but why are his ears also flapping? Why are his back
spikes waggling?! It would genuinely
have been better if they had not even attempted to animate
the characters’ faces in these scenes. Like, real talk: the less any given character’s
face moves, the less absurd they look. Tails’s face doesn’t move nearly as
much when he talks, and it looks better! And Eggman doesn’t have ANY
face animation that I can tell. His head just bobs around when he talks,
and that looks FINE. Way more appealing than… GAH. Look, it was 1998,
3D in games was still very hard, and I’m willing to bet at least a few of the
people who animated some of these scenes have gone on to make INCREDIBLE
animation in their careers. Even so, the animation in these
cutscenes is still a mess. Worse even than the animation in
games coming out at the same time on weaker hardware. Sonic Adventure’s animation is a pretty
huge downgrade across the board, honestly, even when factoring in
the stuff that works. Appeal is down.
Characterization is... there, technically. functional Game Feel has
definitely taken a hit and, thanks to all the new
complexities of 3D, Polish is WAY down. Again, completely understandable given
all of the challenges of finally making that jump to full 3D,
but a downgrade is a downgrade. But HEY.
What are sequels for, right? [music] I’m... torn on this one. On the one hand, there are legit
improvements over Sonic Adventure here. Most notably: the cinematic
animation is considerably better. Gone is that ridiculous
full face waggle. Now every character is demonstrating
specific acting choices, with ACTUAL face expressions! Characters are visibly
reacting to each other. Their performances convey some
basic dramatic information! Granted, it’s not
INCREDIBLE cartoon acting, and a lot of the
animation is still clunky, but it’s a HECK of a lot better than the cutscene animation
we saw in Sonic Adventure 1. Gameplay animation has seen
a few improvements too! Right out the gate, this snowboarding…
street-boarding, whatever... the animation of this
looks and feels quite nice! And everyone’s idle loops are toned
way down, which is a welcome change. Also, Shadow the
Hedgehog is here now, and SOMEONE on Sonic Team decided
that he should have “Air Shoes” and run like he’s
wearing skates? And this is objectively a
perfect creative decision. OF COURSE the world’s
self-described ultimate life form comes standard with heelys. Are you kidding me?
*Chef kiss* YES. 10 out of 10. But despite that stroke of comedic
genius, there are still a LOT of problems. And the weird thing is that some of them are
things that the previous game did better. Like basic character gameplay
locomotion has taken some hits. And the downgrades
aren’t super noticeable. Honestly, I couldn’t quite put my
finger on exactly what was feeling worse for a while there. But once you start to dig in,
the problems pop up everywhere. Like, okay. Sonic’s walk cycle in
Sonic Adventure 1 wasn’t great. But his walk cycle in Sonic
Adventure 2 is WORSE. Even ignoring the absolutely ABSURD amount
of foot sliding happening right now, the body mechanics of
this walk are a mess. There’s almost zero motion or
rotation happening in the body. No vertical bounce
with each step, no side to side sway or
rotation in the hips, nothing. His torso is just like a ball drifting smoothly forward while all the
other parts of his body flail around it. That’s not how walks works! And that would be bad enough,
but once you start speeding Sonic up, even his jog has barely
any motion in his hips. There’s no weight
at all to this. No vertical motion. He’s just flailing his
limbs even more wildly now! No, for some reason,
they’ve saved all of the vertical motion for Sonic’s full tilt run, which is exactly where
you DON’T need it! Now, if you play this run
cycle back at a slower speed, I actually like a lot about it! There’s some great
detail in here. That light overlapping bob
on the hands with each step as they drag behind
the body is nice. That bend and extension in
the leg with each step looks good. And look at that subtle side to
side rotation in the body and the head. I like that! Unfortunately,
you're not gonna see, or even FEEL, ANY of that at the speed
this animation plays in game. You see, there is a reason why past games
smoothed Sonic’s vertical motion at high speed: because, at this rapid
stride frequency, that vertical movement
turns into strobe-y noise. He’s just a rapidly
vibrating blue shape now. Real quick,
let’s jump back to Sonic Adventure 1 and look at that
fastest sprint again. Notice there’s a lot less
detailed motion in here. The feet are moving
too fast to track, the arms are shaking a bit and the whole
body is vibrating lightly as he runs, but at speed that smoothness
actually looks pretty nice! It’s smooth enough that,
if his expression were to change or if he were to turn his head to look
at something, you could easily see that. Not the case in
Sonic Adventure 2. And this problem applies to every
playable character in the game. These runs are a MESS. I mean look at Knuckles!
Or Rouge. Or, JEEZ, Eggman, are you okay? I know I’m really
dwelling on this point, but running is the most important
gameplay verb in almost ANY Sonic game. It’s kinda the thing
our boy is known for. And if your Sonic game botches
THAT animation? That’s no good. Now, I will give Sonic Team some
leeway here, though, because the reality is that making a super
high speed run animation look good can actually be quite tricky. The 2D Sonic games cracked
this problem early, but the 3D games aren’t going
to nail it for a while yet, and this is definitely one of the
lowest points on that progression. But Sonic Adventure 2's animation
issues don’t stop at locomotion. These human characters are
still an off-putting mess. Tails’s tail flick
looks jankier, and actually stops completely during the
early phases of his run for some reason. And the application of some
very primitive real-time physics on certain characters is a neat technical
advance, but pretty shabby in execution. Like, yes, the wobble on
Rouge’s ears is pretty cool. Maybe a bit much though?
Consider dialing that knob down a bit. They're.... they're still going. And… hang on. Boob jiggle physics?
Are you serious? Sonic Team. Come on. See, this is why I’m torn. Because nothing in
Sonic Adventure 2 feels quite as JARRINGLY BAD as some
of the animation in Sonic Adventure 1. But at the same time,
there are still loads of issues. And, if we’re being blunt, the 3D gaming scene in 2001 looks a
LOT different than it did in 1998. Sonic Adventure 1 came out at a
time when its biggest competitors were all on weaker hardware. And if you’re a Dreamcast title standing
next to a bunch of PS1 and N64 games, even if your animation isn’t
any better than theirs, you at least look pretty
cutting edge by comparison. But Sonic Adventure 2
doesn’t have that luxury. The same year Sonic Adventure
2 hit shelves, we also saw: Dead or Alive 3 Super Smash Bros Melee Devil May Cry Final Fantasy X Luigi’s Mansion Metal Gear Solid 2 Jak & Daxter, for
crying out loud. Sonic Adventure 1 came out at a time
when everybody was still figuring 3D out, so it gets a bit more of a pass.
But Sonic Adventure 2 - despite improving on the
first game in many respects - in the context of its time,
it actually comes off looking WORSE. And I know I complimented the
cutscene animation earlier, but the thing that bothers
me the absolute most about the animation in
Sonic Adventure 2 is that - for SOME REASON - they decided to use motion capture
to animate some of these sequences. Watch this scene. [music] [SONIC: "Huh, Amy?"] [AMY: "Shhh! Keep your voice down!"] [AMY: "Have no fear..."] [AMY: "Amy Rose is here!"] This sequence (and many
others in the game) are performed by human actors
in motion capture suits. And look: motion capture is
an INCREDIBLE animation tool. If you want to capture realistic human
movement in all of its nuance and detail, and especially if you want to capture that
movement in enormous quantities efficiently, there is literally no
better tool for the job. Motion capture is great at producing large
quantities of naturalistic human performance. What it is generally NOT good for
is animating cartoon characters. Sonic characters have
extremely stylized designs. And, as a general rule, exaggerated cartoony characters
require exaggerated cartoony movement. Because if you take
a cartoony character and animate them like a
realistic human being, you get an effect that I like
to call The Mascot Suit Problem. Actually,
let’s stop and talk about this, because it’s going to come up
again and again with Sonic games. If you’ve ever been to
a Disney theme park, then you’ve almost definitely
seen a classic animated character performed by a human actor
inside a suit like this one. It’s fun! I love these things,
and I have immense respect for the people performing these
characters in these awkward suits. But no matter how skilled
the performer inside, you will never see a mascot suit
character move in the same way as the animated source material. Because humans are bound by the limitations
of physics and realistic human motion. An animated character is not
bound by these limitations. Animation IS exaggeration. An animated character can move
however the animator wants them to. So why would you intentionally take
a heavily-stylized animated character (a character who owes a LOT of their design
to animation icons of the 1920s and 30s), and have their animated
performance be copy-pasted from a real live human
being’s movements on a stage? Why would you intentionally constrain their
movement to the limits of human motion? My guess is that they saw an
opportunity for efficiency. Hand-crafted animation
is a slow process, and if you happen to have
access to motion capture tools, you could theoretically just spend an
afternoon having two people perform scenes and then edit that motion data to
fit your characters’ proportions. But the work required to manually
edit realistic human movement so it looks like exaggerated cartoony
performance is quite extensive, and that is clearly not
what happened here. I watch scenes like this and
I don’t see Sonic and Amy. I see two people on a motion capture
stage (badly) miming to a voice track. And the results look like… well, two humans acting out a scene while
wearing Sonic and Amy mascot suits. The Sonic series is going
to wrestle with this a lot. These characters have big eyes
and exaggerated facial features. They have absurdly large hands. Their designs are specifically
engineered to exaggerate the proportions of the human features which are most
expressive: the eyes and the hands. But just HAVING
large eyes and hands doesn’t instantly make
a character expressive. You have to ANIMATE
those features. If you don’t actually
animate those eyes or take advantage of those large
hands to deliver expressive gestures, then those resources aren't
just being completely wasted, they're actively
working AGAINST you. And what you end up with
feels like a regular ol’ human wearing an expressionless Sonic costume.
And it doesn’t work. Wait, how long has this
video been going? WOAH okay, we have to move on. [music] Ahh the end of Sonic’s Sega
console exclusivity. RIP Dreamcast. Unlike its predecessors, Sonic Heroes gameplay is
structured around character trios who can swap formation on the fly to
navigate levels, which is a neat idea, especially for a franchise that has
been acquiring new side characters as fast as this one has. And although the overall
quality of animation hasn’t changed much since
the Adventure games, because the focus is now on
cooperative group movement, the quality of animation on any individual
character matters slightly less. Like, sure, the walk
and the run cycles ARE slightly better here than in
Sonic Adventure 2, but honestly, for this game it matters more that the
movement of your trio as a unit feels good. And it does! The formation running
can be a little janky here and there, but swapping formations
on the fly feels pretty nice. And what’s more, even though all
four trios play basically the same, they each have some of their
own unique animated variations of that cooperative move set. Like, where Team
Sonic will grab hands and do a sort of skydive formation
to float over these fans, Team Rose will grab onto Big the Cat as
he opens an umbrella, Mary Poppins style. It’s a characterization reskin over
shared functionality, and that’s great. But despite those
characterization wins, despite the fact that the animation’s
contributions to game feel are slowly improving, and despite the fact that almost
nothing looks outright BROKEN anymore, the animated appeal of these characters'
3D incarnations is still so low, and it’s dragging the feeling of
animation quality down every time. These characters just still
don’t look appealing in 3D, even in the
pre-rendered cinematics. Heck, ESPECIALLY in the
pre-rendered cinematics. For me, this shows most starkly
in the return of Vector and Espio. You remember these two? Last time we saw
them was at the very end of the 2D era, and they looked great. Distinct personalities loaded with
appeal and animated pretty delightfully. But NOW? Jeez fellas,
what did they do to you? With Sonic and the
rest of the core crew, we’ve at least had some time to mentally
adjust to the wonky 3D incarnations, but going straight from this
to THIS really highlights that the 3D versions of these
characters still have a long way to go to getting that appeal back. And part of the problem I think is that Sonic Team has been making
this a lot harder on themselves than they need to. For one thing, their insistence on
featuring TONS of playable characters in every 3D game to date has
clearly not been helping. I know that increasing the
count of playable characters has been a thing
for this franchise, but getting just ONE playable
character to look and feel good in 3D is already a challenge, and splitting your focus across six
characters or more sure doesn’t help. Heck, by this game,
we’re up to TWELVE of them. I can’t help but think that if
they’d poured all of that effort into refining just one playable
character’s handling and animation, this transition to 3D might
not have been quite so bumpy. But in addition to that, the other thing
making life hard for their animators is just their approach
to character design. These characters have some
increasingly WILD proportions. Big heads, tiny bodies,
ENORMOUS hands and feet. And like I said earlier, yes, exaggerating
the size of the most expressive parts of our body is a
great idea TO A POINT. But there is a
threshold past which increased size just makes those features
cumbersome and difficult to animate. It creates PROBLEMS.
Like, for example: It makes your arms
clip through your head if you look any direction other
than straight forward while running. It makes crossing your
arms look like THIS. This pose barely reads! You can’t even see arms, it’s just two gargantuan HANDS
floating in front of her body. If your humanoid
characters’ proportions are making it awkward for them to
perform basic human gestures and poses, that’s a sign that something
may have gone too far. Now, if you were drawing
these same poses by hand, you could at least cheat things to
make these poses more appealing, but those kinds of cheats are a lot
harder to pull off in 3D, and they were ESPECIALLY
hard to do back in 2003. It’s going to be a while yet before
we really see that appeal factor start to come together for
these characters in 3D. But, surprisingly, we’re about to see a
promising step forward in the right direction! Just… hear me out. [music] Man, what must it be like
to work on Sonic Team? Imagine having the head of your studio
walk into a company meeting and announce: “Good news, everyone! We’ve chosen
a direction for our new Sonic title. This time, we’re going to give
the grouchy hedgehog a gun. This is going to be the next 2-3 years
of our professional lives together. Let’s get started!” How do they feel about that?
Confused? Disappointed? Maybe they’re hyped about
it, I don’t know! I wonder about that sometimes. Anyway, in this one,
the grouchy hedgehog has a gun. Now, look... I know. Shadow the Hordgeheg
has a machine gun now and everything about
that is supremely dumb. HOWEVER.
I hold to my previous statement that this is actually a big step forward
for the animation in 3D Sonic games, and let me tell you why. For one thing,
this is the first game in the series to give us a glimpse at what appealing
3D Sonic character animation looks like. And that glimpse comes in
the pre-rendered cinematics. Previous 3D Sonic games have
featured pre-rendered cinematics, but the character
animation in them wasn’t much more appealing than
anything you saw in-engine. Sometimes it was actually worse. But this time, Sega outsourced
the production of these cinematics to Blur Studio, who know what they’re
doing and did us all the courtesy of showing what a 3D version of a Sonic
character can look like when animated WELL. Shadow’s animation in these
shots looks SO much better than anything we’ve
seen before this. Look at these dynamic poses! The facial expression are
clear, the eyes are expressive. You can actually read the character’s
thought process happening in real time as you watch expressions
cross his face, which is what good face
animation is supposed to do. There is nothing mascot suit-looking
about Shadow in these shots. Yes, everything HAPPENING in
these scenes is comically stupid, but Shadow’s animation in these
comically stupid scenes is pretty great! (No buddy, no...
that’s not how that kind of gun works, you don’t charge those like a shotgu--
you know what, it doesn’t matter.) Granted, once we switch
to in-game cutscenes, things do start looking a
little bit more familiar. All of that expressiveness
and the appealing motion are gone, and we’re pretty much back to what
we saw in Adventure 2 and Heroes. But HEY, at least the pre-rendered
sequences have given future games a target to aim for. But that’s not
the only win here! Because Shadow’s
gameplay animation has seen some small but
EXTREMELY IMPORTANT improvements. Sure, there are still problems. Shadow’s locomotion doesn’t seem to
adapt whatsoever to carrying a weapon, no matter how absurdly large or
heavy-looking that weapon should be, which leads to absolutely ridiculous-
looking situations like these. (I don’t understand why none of you
are taking this game seriously.) But look at this walk cycle.
This looks pretty nice! In fact, this is the first
time one of these characters has had a decent-looking
walk cycle in a 3D game, and with this
many characters it REALLY shouldn’t have taken
four games for that to happen. And, far more
importantly than that, they’re finally using squash and stretch
in a noticeable way during 3D gameplay! Look at this jump. You see that
stretch on the legs? And the bouncy
settle when he lands? That looks really good
on this character! And they’re showing more willingness to
stretch proportions for attacks and such. And the reason this matters is
because the animators on Sonic Team are finally pushing the
animation on these characters into a slightly
more cartoony realm. As I have already said: these are
highly-stylized character designs. And that naturally lends them
to a kind of stylized animation which previous 3D games haven’t really
taken much advantage of, partly because "cartoony"
is just hard to do in 3D. But Squash & Stretch and Exaggeration
are staples of stylized animation, and it’s great seeing this
team finally start to deploy more of the two principles
they stand to benefit most from. These improvements,
they may not seem super noticeable yet, but between the appeal
breakthroughs in the cinematics and the cartoony experimentation
in Shadow’s move set, things are starting to
look really promising. And we’re about to jump to the next
generation of console hardware here. If the next game can start
building on these successes, we might just pull
out of this 3D slump! What IS the next game anyway? Oh for heck sake... [music] So... Sonic 2006 is a particularly notorious title that
had a heck of a troubled development and was clearly rushed to market
before the devs could finish it, which sucks for them, sucks for everybody.
The game is a mess, and it breaks often. Fortunately, most of the stuff that
breaks isn’t animation-related... Mostly. Unfortunately, the animation
is still kind of a mess anyway. First let’s talk
about the good things. A-… ...(sigh) hang on… ... ...ok. A handful of the pre-rendered cinematics
are still being delivered by Blur Studio, and they are still delivering.
There’s only so much that Blur can do to fix the art direction nightmare that is
this game’s bafflingly realistic setting. But even so, this is easily the
most appealing 3D Sonic’s animation has been to this point,
and saying that just made me sad. But Sonic’s gameplay animation
has a few high points too. His Bored fidg-... (sigh)... ...His Bored fidgets certainly
look a heck of a lot better than they have in any
3D game to this point. His skid and turn transition
looks pretty nice. This low sweep kick looks
really good, actually, and it somehow looks just as good
when performed at high speed, even though the physicality
of it is a bit wonky. It’s like he’s doing a leg sweep /
baseball slide without losing any speed and… I don’t know,
it feels good! Also, the more powerful hardware and
Havoc’s physics engine are allowing them to do stuff like put some simple
physics on Sonic’s spines, which helps to loosen up the shape
of that bulbous head a little bit. And hey, Rouge has a half decent looking
walk and run cycle for the first time, so that’s nice- STOP IT. So yes, there are some
good bits here for sure, but the rest of this
is kind of a mess, and in many of the same ways we’ve been
seeing over the last decade of Sonic games. All of that promising Squash & Stretch
and most of the Exaggeration we saw beginning to emerge in
Shadow’s game is just gone. Heck, just look at Shadow now.
His walk sucks again. And look at how stiff and
drab his skating cycle is. Compared to what it looked like
just one game ago! Oh... it hurts. But fine, even if we ignore the abandoned
potential of those cartoony touches, so many of these gameplay
animations are subpar. This might be the worst version of
Sonic’s run cycle I’ve seen yet. The jog leading into it is
fine, that part is solid, but then he starts the run and
he splays those giant hands out stiffly to either side
and it just looks awful. Like, either ball those hands into
fists and tuck them in at his sides or drag them further behind.
Don’t fan them out unnaturally like you forgot to animate them
and just left our boy T-posing. Sonic carrying Elise around
looks awkward as heck, although I think that was
just a bad idea to begin with. I have no idea how you’d
make this look good. And come on, y’all, you KNOW
that’s not how snowboarding works. Even ignoring the
clearly-broken uphill riding, the body mechanics of
this aren’t even close. A snowboard doesn’t stay perfectly
flat against the ground all the time. The rider’s gotta use
the edges of the board and its angle relative to the slope
to control their direction and speed. And I wouldn’t get on your case for
this one detail in this one level if it weren’t for the fact that you already
got this right three games ago! On ASPHALT. Also, if your character can
wall climb in any direction, you do have to actually animate them
climbing in multiple directions. You can’t just animate a Climb Up cycle
and call it a day, or THIS happens. And the human animation in
this is… a LOT to deal with. I don’t even know how exactly
to go about critiquing it. Some of it just looks comically bad, like
any time you talk to a human on the street. Their animation loops just look
ridiculous across the board. But even when the human animation is
technically BETTER (relatively speaking), the gross mismatch in art direction still
makes it feel unpleasant to look at. These character designs just
do not belong side by side, and forcing these characters
to inhabit the same space kinda creates a no-win situation
in terms of animation style. Because relatively
realistic humans like these? They are going to look pretty uncanny if
you animate them in a cartoony way. But cartoon characters
this stylized are going to look weird if you
animate them naturalistically. You can’t win. It’s no USE. Speaking of which,
can you PLEASE STOP USING MOTION CAPTURE TO ANIMATE SONIC CHARACTERS? IT LOOKS BIZARRE. Especially if you’re not going to
heavily modify that motion data or actually animate
the characters’ faces! Sonic 06 is PEAK
Mascot Suit Problem. At least half of the Sonic
character animation in cutscenes was made using motion capture, so they’re already moving around
with uncannily realistic physicality. But it’s made 10 times worse by the fact
that they are barely animating the faces. Look, if you’re going to have
your character eyes this big, you have to animate them. Okay? You HAVE to. If you don’t,
all you’ve got is a plastic mascot head. Same goes for the
hands and fingers. If you give your character hands this
absurdly large, you have to USE them. You've got to create appealing
shapes and hand poses. Otherwise,
all you’ve done is attach clumsy, awkward shapes to your
characters in every scene. Look at poor Knuckles! It’s like he’s wearing those
giant novelty boxing glove toys. No wonder the poor guy
can’t catch anything. You have to actually animate
these exaggerated features, or they become a liability. It’s been true in ALL
of these 3D games, but it’s ESPECIALLY true now
that we’re seeing everyone in HD. I didn’t want to be mean to
the animation in this one because Sonic 2006 is already
such a punching bag of a game. And the animation IS less busted
than a lot of the other elements. But... I just can’t find a
positive spin to put on this. Like, okay, yes. If we are strictly comparing
this to previous 3D Sonic titles, is the animation in this an
improvement over Shadow the Hedgehog? ...Well, no. But is it better than Adventure
and Heroes? ...a LITTLE? I guess? But in 2006,
that is such a LOW bar to clear. This game came out alongside stuff
like Okami and Final Fantasy XII and Gears of War and
Kingdom Hearts II! The Sonic franchise has
fallen SO far behind the curve on animation quality
at this point. And hey, side note: pour one out for
all the people involved in this scene. It took dozens of people working many
hours to make this sequence a reality, and you KNOW that 90% of them felt
exactly the same way working on it as you and I do watching it. But hey, nowhere to go but
up, right? Well no,
but let’s see what happens! [music] Sonic & the Secret Rings is a considerably
scaled-down affair, and better for it. The first immediately noticeable difference
is the swap from animated 3D story scenes to these much simpler hand-drawn
“storybook” animatics. And I know these might seem
like a downgrade at first. They’re definitely less ambitious
from a production standpoint. But I would argue that
“less ambitious” is exactly what Sonic Team’s productions
needed at this point in time. Plus, the Sonic in these 2D scenes
is way more expressive and appealing than he has been in ANY of
the fully-animated disasters we’ve been bombarded with
for the last five games. Sure, these animatics may be cheaper
than fully animated cutscenes, but they sure ain’t
worse than THIS. But it’s not just
the story scenes! Gameplay animation has
been scoped way down too. Exchanging those wide open branching
levels of the past 3D games for these narrower, obstacle-littered lanes and a more
infinite-runner style of platforming design means that Sonic’s animation
set for traversing those spaces can be relatively
simpler and more focused. By not allowing the player to have free
reign over where Sonic goes and how, they considerably reduce the scenarios that
Sonic’s animation might have to account for. And by not committing themselves to
a giant playable cast of characters, they can finally focus all of their attention on
just making Sonic look as good as possible. And Sonic’s animation does
look somewhat better here! It’s hardly a night
and day difference, but any boost in polish is
VERY welcome at this point. That said, BECAUSE the devs had this
prime opportunity to add more polish to Sonic’s gameplay animation,
I’m going to get a little more nitpicky... Given there aren’t nearly as many
variables that they have to account for with Sonic’s run this time, it still feels like there’s a
lot of room for improvement here. Make no mistake, this is WAY better than
the T-pose run he just had, but even so. Sonic’s run is the foundation for
EVERYTHING in this particular game. If there’s one animation that
should look fantastic at all costs, I feel like it’s this one. Part of the problem,
I think, is the legs. Sonic doesn’t bend his
knees much during this run, and it kinda results in each foot
following an almost identical arc moving forward and
back with each step. It’s like they’re a pair of clock
pendulums stiffly swinging back and forth. Speaking of his feet, this noticeable clipping
on the shoes on every step isn't great, especially considering how
close the camera is to him now. Like, I know the absurd proportions
are half of the problem here, and I DO feel bad for the animators.
These feet look awkward as heck to animate. But given we’re almost exclusively seeing
the run from this one camera angle now, there’s gotta be SOME way
to hide that clipping better, right? I think the thing
that’s bothering me most is that the animation doesn’t really
account for side-to-side movement. If you steer Sonic to the left or to the
right, his run animation doesn’t change. His entire body just
kinda shifts to the side, like one of those figures
on a Foosball table. And that’s not much of a problem
when you’re going at high speed, but if you’re just
getting moving, it makes Sonic’s run feel all
the more floaty and weird. I’d love to see a bit more lean or maybe some twist on the head
and shoulders or SOMETHING. Also, the instant
you hit a boost pad, Sonic’s sprint is turning
into strobe-y noise again. Which is harder to avoid with a Sonic game
stuck at a frame rate of 30fps, granted. But,
Sonic Adventure pulled it off. But enough nitpicking. Like I said,
even with all these minor complaints (and despite the fact that I NEVER
want to actually play this game again) this is all still looking
better than Sonic '06. And I will take ANY win I can
get at this point, people. Sigh…. alright, what’s next. [music] Oh! Hey, this is pretty good… wait, this is REALLY good!
I don’t believe it. What… what happened? Sorry, after all of these 3D messes, I don’t
know how to mentally process this feeling. For starters,
THIS is the new pinnacle of 3D Sonic as depicted in a
pre-rendered cinematic. I don’t know what studio did this (I THINK it was Marza Animation
Planet, not a 100% sure), but the animation on
Sonic here is REALLY good! Look! Squash & Stretch! Exaggerated poses
and expressions! Someone finally cranked the
cartoonyness back up on Sonic and it looks amazing on him. And it’s not just the
pre-rendered cut-scenes. Sonic’s animation in
the real-time scenes has a bit of cartoony exaggeration
too, and it looks really solid! It’s obviously not to the same extreme
you see in the opening movie, but still, I can’t believe they
finally started doing it! And the faces are finally
starting to look expressive! And look at this
snappier timing! I mean, obviously the story and
the dialog and all of that is still kind of awful, but the animation
is SO much better. And the gameplay animation
is also really solid! WHAT’S HAPPENING. This run looks great! He’s coasting smoothly enough
to avoid all that strobing noise you can sometimes get with
rapid movement at 30fps, but the light vertical bobbing motion to each
step keeps it feeling like an actual run. Having his fists dragging behind
his body works really well. These leans into the
turns look VERY good. And even when you swing the
camera around to a side angle, the run still looks solid! Better than Secret Rings managed
to do to ONE camera angle! The rail grinding
looks better than ever. Look how natural-feeling Sonic's
weight shifts are. And look how cleanly Sonic switches
from mode of locomotion to another! 3D Sonic traversal has never
flowed this organically. And ok, yes. Granted, the werehog
play is dull. I completely agree. And it is also like 2/3rds of the
Sonic Unleashed experience, I know. HOWEVER, despite all that,
the animation on him is still quite good! A lot of it is doofy-looking, but in a way that is kinda perfect
for these doofy proportions, I think. I love these wacky
stretchy arm attacks! And these finishers! WE may not be having fun with the werehog,
but boy these animators sure did. And I love that they are
finding ways to implement some of Sonic’s particular appeal
characteristics even during regular play. Like the side mouth! If you’re unfamiliar,
most of Sonic’s design iterations tend to cheat the position
of his mouth toward camera. It’s a very common
technique in animation, especially in 2D and ESPECIALLY on
cartoonier characters like Sonic. And they’ve done this pretty often
in Sonic cutscenes in past games where they had full control of where
the camera was relative to his face. But here in Unleashed, they’ve actually
implemented a side mouth system on in-game Sonic so that
the mouth is cheated to whichever side of his face
is currently facing camera. Watch his mouth as his head turns… THERE.
See the switch? It’s a tiny detail, but it’s
exactly those sorts of little details that make all the difference for how appealing
a 3D incarnation of a 2D character looks. Though it IS worth mentioning
that it would probably look even better if the mouth drifted back
toward the center of his face when he’s looking at
camera more dead-on? Like, you don’t have to keep it
pushed unnaturally over to one side when he’s looking right at us. But I'm guessing that was
just a technical limitation. And look, it’s not that there
isn’t still room for improvement. The Mascot Suit Problem is significantly
reduced, but it is still here. Human character animation isn’t
anything to write home about. And all of their designs look very “Animation
School Character Rig Starter Pack”, maybe that's just me. But hey, at least the humans
are STYLIZED this time! At least these characters and Sonic look
like they could belong in the same world. And they are still using motion capture
for a lot of these cutscene performances. DEFINITELY on the humans, and I’m pretty sure for the Sonic characters as well, which is not the most ideal
scenario, but you know what? This time they’ve done such a good
job of manipulating that motion data to feel appropriate on these characters
that you need a pretty well-trained eye to even TELL that motion
capture was involved. And I say if they’re actually
going to put in that work, then by all means:
use it if you gotta. Ever since we made
the jump to 3D, I’ve been saying over and
over that the appeal we saw in Sonic’s original incarnation
just isn’t here yet. It’s happened over and over
and over and over. But now? I think this might be the first
3D Sonic game to pull it off. At last, 3D Sonic’s animation is an even match
for the animated appeal of classic Sonic. Or at least it comes
within swinging distance. He even does the Bored
animation dozing off again! I did not realize how much I was missing
those little personality touches. I keep saying it: Sonic characters
are cartoony-looking as heck, and they look at their best
when they move that way. Loosen these guys up with a bit of
Squash & Stretch, and their designs SING. I’m not saying they have to move
with that off-the-wall cartoony-ness that you see in
something like Crash 4. ...Unless?
Actually, can you imagine? No, but this is good,
I’m fine with this amount of cartoony-ness, but I don’t know,
if you WANTED to… maybe…? ...OR we could just go back to the way
it was before, I guess! That’s... that's fine. [music] I don’t know why
I get my hopes up. So we’re back on the Wii for another
storybook installment, and things are... okay. Pre-rendered Sonic
still looks decent. Certainly not quite as top tier
as Unleashed pre-rendered Sonic, but this is hardly a
major backslide. And it is nice seeing them still
playing the cartoon comedy angle, even if the animation itself
is a bit more restrained. LISTEN,
we could be doing a lot worse. And, to be fair, this is clearly
another small scope production. It’s essentially a
follow-up to Secret Rings, from the general approach
to the animation style to the level design to
the 2D animatic cutscenes. And these are still
working fine too. Sonic is looking expressive and
reasonably appealing in these scenes and we should never take that for
granted, Because AGAIN, WE COULD BE DOING SO MUCH WORSE. But boy, after seeing what Sonic CAN
look like, it sure is hard going back. The look of the gameplay
animation, meanwhile, has regressed back to the
look we saw in Secret Rings. Actually, I’m 99% sure a lot of these
animations are just slightly altered versions of the animations
in Secret Rings. Ignore the sword in his hand and
that run looks nearly identical. Actually,
let’s talk about the sword. Because the addition of a SWORD
obviously shakes things up a little, but in terms of animation,
it doesn’t bring much value. I’m actually having a hard time finding an
animation involving the sword that I LIKE. Like, okay, when I picture integrating
sword combat into the way Sonic moves or the way Sonic games play, I imagine a sword attack
being something that Sonic can do while
running at high speed. A smooth motion that doesn’t even
break stride or lose his momentum. Or heck, it’s Sonic. Maybe attacking with
the sword could even help him BUILD speed. Kinda like in Rayman
Legends, right? You do that running spin attack
and even if an enemy is in the way, you zip right through them and enjoy a
quick speed burst and it feels awesome. It wouldn’t even be that unlike how spin-
rolling worked in the Genesis games. You see an enemy in your path, you
drop down into a spin, you take 'em out, you get back up on your feet
and (if you're good at the game) you keep moving with
little to no speed loss. But nothing about this mashup of
speed and hack-and-slash looks or feels organic in motion. The sword slash animations aren’t
really integrated into the run. Instead, they feel like
a sudden interruption, with Sonic snapping out of
his run animation to attack and then instantly snapping
back into his run cycle with no time allowed for a
recovery on the sword swing, which leaves the weapon
feeling kinda weightless. And what’s more, attacking with the sword
almost always causes this sudden halt in forward momentum
that feels terrible. When people speedrun this game, they seem to avoid using the sword
as often as possible for this reason, which feels to me like an indication of
failure on an animation design front. And come on, y’all, if you’re going
to do little Quick Time Events, you’ve got to at least make the animation
look exciting. That is LITERALLY the point. You should know this. I know for a FACT
somebody over there played God of War. Also, we need to talk
about these boars. When wild boars charge you, you can
block and send them flying like this. It looks ridiculous and it’s my favorite.
That’s all. Look, when you’ve been studying
Sonic games nonstop for months, sometimes you need to take
delight where you can find it. You know, the longer I look at this
one, the less impressed with it I am. It’s FINE,
we’ve seen so much worse than this. But now we’ve also seen
significantly better, and this just isn't
cutting it anymore. Especially given the fact that it’s
fumbling on the one new gimmick the entire experience
is built around. But it’s in the past now.
New game, new chance to push the envelope. So let’s take that success that was the animation
in Sonic Unleashed and BUILD upon it to- ...(sigh) okay... [music] What HAPPENED here? I’m kinda just
dumbfounded looking at it. THIS is your Sonic
the Hedgehog 4? Like, I’m not even a big
fan of those original games, and looking at this
makes ME kinda mad. So obviously one of the big differences
between the animation in the originals and the animation here is that - despite the nostalgic 2D sidescroller
presentation and gameplay - Sonic here is a 3D
character model. And that is not
inherently a problem! You can absolutely make a 3D character
look awesome in a classic 2D side-scroller. Just look at the Ori
games. And, to the animators’ credit, certain aspects
of Sonic’s animation DO work okay here, especially when he’s just
idling and being expressive. I particularly like these exaggerated
anticipations on these Bored fidgets. Look at that arm extension
before checking his watch. Or the way he kicks up the leg
before flopping down on the ground. Or this big anticipation
to just looking upward. The exaggeration here
is a nice addition! In terms of personality,
this incarnation of Sonic is doing alright. But in terms of
functional game feel, these animations are
failing MISERABLY. If there’s one singular failing
that breaks the entire thing, it’s that almost none of Sonic’s
basic traversal animations actually convey a
proper sense of speed. You remember Sonic’s
original run? The one we talked about
like......oh no. An HOUR ago? Remember how he started with
a high-effort jog animation over those initial seconds of
acceleration before he hit full speed? It created this sensation that
Sonic is a rapidly spinning tire, like the only reason it takes
ANY time for him to accelerate is just because his feet need a
second or two to find traction. And that’s also why his
top speed feels so smooth: once he gets that
momentum built, maintaining it is as easy
as breathing for him. It just takes a little
effort to get there. Now look at this start
to Sonic 4’s run. They knew that it was important for Sonic to
have a multi-phase run as he accelerated, but the first stage of acceleration
kinda breaks the whole thing. Rather than an energetic jog
that takes some time to ramp up, this Sonic starts with
a leisurely stroll. And that’s not a great
start, but even worse: not only does he stay in that
walk cycle for a LONG time before shifting
to the next phase, he slides unnaturally forward
with those steps while doing so. So rather than exerting himself
and trying to find traction, it feels like he’s already accelerating before
he’s even started making the effort to. From the very first step, Sonic’s movement feels
COMPLETELY wrong. The speed at which he’s
physically moving across the level does not match the speed
suggested by his animation. And so many of Sonic 4’s
animations have that exact same problem. His jog? Still sliding across the terrain
faster than the footfalls in his animation. Now, to be fair, that is a nitpick you
could make with a lot of the 3D Sonic games, but here it’s only reinforcing
that uncanny “off”-ness of the slidey walk that came before,
further amplifying the problem. And the artificial blur effect they’re
adding here does nothing to fix it. And his run? Sure, there is a pinwheel of blurred feet
spinning beneath him, as is customary, but it doesn’t really feel like that
happened because his footsteps accelerated to the point of blurring. His feet weren’t even moving
that fast in the previous phase. It felt like that jog was just
getting warmed up when BAM, now he’s full speed
running apparently. The progression of the
multiple-phase run is all wrong here. None of these cycles feel like they
quite match the speed Sonic is moving, and no one phase flows
naturally into the next one. Even the spindash falls flat. That does not feel like a
spinning ball of kinetic energy waiting to blast
forward at top speed. It’s too smooth and gentle. It looks more like your computer’s
letting you know it’s about to crash. And I know that the jump is actually the 3D
Sonic character model flipping in middair, but how did you manage to make that
look like a gently rotating jpeg? Look, despite what this episode
has reasonably led you to believe I don’t enjoy dragging other
peoples’ animation work. In my experience,
90% of bad animation in games is the result of either
technical problems or the animator just not having
the time or the resources they need to deliver the work
they’re capable of. I have made plenty of
lackluster animations in my day. It just baffles me seeing how drab this
run animation is in a 2D SONIC GAME. That they shipped this and
called it "Sonic the Hedgehog 4". Like, animating a 2D Sonic
platformer is a SOLVED PROBLEM. We have a blueprint for how to
make 2D Sonic animation look good! We have MULTIPLE BLUEPRINTS. Sonic 1, Sonic 2, Sonic 3, Sonic CD,
Sonic and Knuckles, Knuckles' Chaotix even. I think I'm actually more
frustrated about this one than I am ANY of
the lackluster 3D games. Sure, almost all of those
have been falling short, and the animation in many of them
looks at least this bad, if not worse. But figuring out how to make
Sonic animation work in 3D is a much more complex
problem to solve. And having now seen Sonic Unleashed finally manage
to crack that much more challenging case, watching this game fail to live
up to the standard of animation that came twenty years
before just feels dire. To this game’s credit, though, the animation does occasionally
succeed in capturing that personality that all good Sonic
animation needs, and it should be noted that
things definitely improved somewhat in the
animation for Episode II. But by this point, those improvements are
just too little too late to save this one. Moving on! [music] Ok, see THIS is more like it. Aesthetically speaking, the animation in
Sonic Colors isn’t breaking any new ground. It pretty much just replicates everything
that worked about Sonic Unleashed, and at this point
that’s just FINE. And the fact that all of these traversal
animations still look just as good in Colors despite the Wii not being able to
take advantage of the motion blur that might have smoothed over
the rougher edges in Unleashed, it really highlights how well-crafted
these animations were to begin with. Even at top speed without
the blur (and at 30 frames per second!) Sonic never turns
into strobe-y noise. I think I might very slightly prefer
the run animation in Unleashed with the closed fists as
opposed to Colors’ open hands, but that call is getting pretty
subjective at this point. And, in the interest
of fairness to Sonic 4, I will call out that
Sonic’s multi-stage run DOES start with a chill walk here in
Colors, and that still does not look great. However, he only spends a few brief steps
in that walk before shifting to a jog, and all the cycles from
there DO look great. The in-game cutscene animation
is looking solid too. The eyes still aren’t QUITE active
enough to escape the Mascot Suit Problem, they’re still keeping the cartoony-ness
REALLY constrained and, in general, there’s still a lot of
room to improve from here, but as a starting point
from which to build, this totally works.
I’LL TAKE IT. What’s more, best I can tell, it looks like they’ve finally stopped
using motion capture for anyone. And that change does result
in a little bit less weight and subtle physicality to
the characters’ movement, BUT I think it’s going to be a
positive change in the long run, especially as the crew keeps refining this
hand-animated approach to these characters. Speaking of cutscenes, I just want to give
a shoutout to the animation on Eggman. Because ever since Sonic Unleashed, they have really
honed in on what makes him appealing in 3D. Between the overblown physical acting
and the overblown voice performance, he is becoming GREAT fun. If I had to rank the two, I would say the animation
in Sonic Unleashed just barely comes out on
top, just BARELY. But the animation in Sonic
Colors is rock solid, especially considering
this came out on the Wii, the same hardware that scaled down
experiences like the The Secret Rings and The Black Knight
were built for. Also, this game is
pretty dang fun? Sega really should port
this one to more things. Colors is worth keeping around. I bet it would look
pretty gorgeous in HD too. Ahhh, boy it feels good to
be back on track again. Now if only if we can manage to sustain that
quality for two games in a row for once... Oh my gosh, THEY DID IT. [music] This Greatest Hits
album of a Sonic game features both classic and
modern incarnations of Sonic, which affords us an opportunity
to see a side-by-side comparison of How It Started
vs How It’s Going. Now Modern Sonic’s animation
is essentially unchanged from what we been seeing in
Sonic Unleashed and Colors, which is good, because those are definitely the best
incarnations of his 3D animation set to date. Classic Sonic is an interesting
case, though, because he is ALSO presented
here as a 3D character, but one that stays truer to the aesthetic
of Sonic’s early look and animation. And I would say it’s a reasonably
successful representation! They’ve done a pretty great job at capturing
both the feel of Sonic’s 16-bit animations AND that cuter image
he had back in the day. This little guy is adorable.
Look at him! Not to keep beating
up on Sonic 4, but… well, THIS is how you do it. And it’s fun getting to see how the
approach to animating Sonic locomotion has evolved using this
side-by-side comparison. Modern Sonic’s attitude is almost
entirely about cool confidence, while Classic Sonic leans more into the
adorableness of his original design. Classic Sonic relies on momentum and
Good Spindash to navigate levels, while Modern Sonic is more about
effective use of Boost and Homing Attacks. For their locomotion, both versions of the
character have multiple phases to their runs, but their approach to the structure
of those phases is different. Classic Sonic’s is more or less
exactly how it worked on the Genesis: first a high-energy jog that cycles a
little more rapidly as he builds speed, then a smoother full tilt run with his
arms tucked in and his feet becoming a blur. It works just as well as
it did 20 years before. Meanwhile, Modern Sonic’s run actually has
quite a few MORE phases. First a couple walking steps that
quickly build into a bouncy jog. Then things smooth out a bit
as he takes longer strides. Then, as he hits full speed,
the arms drop back behind him for the run. So that’s already,
what, four stages? But he’s not done! Keep him going for a few seconds, and he’ll hit a fifth stage where
he leans a LITTLE further forward, his fingers splayed and the motion on his
body and head smoothed out even further. And even after THAT,
you can hit the boost to make that cycle go slightly
faster and curl his hands into fists. The increased number
of more granular stages makes for a much smoother progression as
Sonic accelerates from 0 to top speed, and it looks great. As for the story scene
animation, it’s… eh, it’s okay. It’s more or less on par with what
we saw in Sonic Unleashed and Colors, so we haven’t really seen
any sort of downgrade, but it’s not shown much
improvement either. They are still brushing up against the
Mascot Suit Problem most of the time. Honestly, I suspect that the awkwardness
of these character proportions is still one of the
biggest culprits here. The animators are
doing what they can, but those big clumsy hands aren’t
getting any easier to animate. The scenes look FINE, but there’s
still so much room for improvement, and I really want to start seeing
that improvement happen now. But this game is, above all,
a celebration of Sonic history. Of everything the franchise
has achieved to date. And given how bumpy a road
it’s been for these games and the animation in them for the
15 years leading up to Generations, I suppose it’s worth
just celebrating the fact that Sonic seems to have
found his feet again. But let’s see where
things go from here. [music] Sonic Lost World introduces a pretty
radical overhaul to level design and a cleaner visual aesthetic. But despite those changes,
some gameplay tweaks and a handful of new moves, Sonic’s animation isn’t all that
different from what we’ve already seen. Some of the additions
are noteworthy, though. For one, they’ve added a little bit of
Squash & Stretch to Sonic’s spin jump and I LOVE it. It’s a subtle change,
but that little bit of added squishyness makes such a big difference
to how the jump feels. I want this to be carried forward
to EVERY Sonic game from now on. Also, and I did NOT expect to see this:
the Sonic CD Super Peel Out is back! And they’ve actually managed to make it
look cool in 3D, which is very impressive. But for me, the biggest
improvement Sonic Lost World brings is something that you
FEEL more than you see: a very slight boost in
polish across the board. It’s not something that jumps
out and catches your attention. It’s the little things that make
everything flow a little smoother. It’s the way Sonic will do a little
roll to absorb the impact of a long fall before continuing his run. Or the way Sonic’s skid to a
stop before reversing direction actually feels like a physically accurate
skid for maybe the first time in 3D. It’s those nice leans into his turns.
It’s that little squetch on the jump. It’s all these little bits of
refinement, that extra 5% of tuning on top of all the gains that Sonic Unleashed
and Colors and Generations made. It has been a long time
since I’ve seen a Sonic game with nearly all of the rough edges
sanded away from its gameplay animation. And it seems somehow appropriate
that THIS is the modern Sonic game to deliver animation with the kind of
polish we so often see in Mario games. Because… well, you know. This little boost in polish
shows in the cutscenes as well. Again, there’s nothing radically new and
improved about the animation in these scenes, just a tiny incremental
boost in quality. That shift to hand-animated cutscene
performances is starting to pay off now. The posing on the characters
is a pinch more appealing, the timing of the movements
just feels a bit sharper. Maybe the animators had a
little more time for this one. Maybe the character animation rigs
saw some quality of life improvements, or maybe the animators have
just gotten more comfortable with animating this iteration of
these characters, I don’t know. They have certainly had a little time to
settle into the style now, which can’t hurt. Whatever the reason, things are looking
just slightly better across the board. And it's great. The quality of Sonic games
may still be all over the map, but the quality of their animation
has really started to stabilize for the first time
in a LONG time. Case in point... [music] If you are not familiar,
this game is something of a spinoff developed not by Sonic
Team, but by Big Red Button. Like Sonic 2006, it was forced out
the door well before it was ready and - from what few insights I
can find into its development - it sounds like the team faced a
lot of miserable production woes. This game bums me out. Not because it’s dull
(which it kinda is), and not because it runs badly
(which it DEFINITELY does), but because despite all of that,
the animation in it is GOOD. REALLY good. Now, I understand that not everybody
is on board with the character redesign or the shift in characterization on
these four characters. And that’s okay. It IS a very different flavor.
But I will say this: you know how I’ve been commenting
over and over about how animator- unfriendly the proportions of pretty much
every 3D iteration of Sonic’s characters are? This incarnation of them
looks WAY easier to work with. These faces are able to express
a full range of emotions! These hand and feet
sizes are manageable! I know I’ve been saying the 3D
characters have been getting more expressive in these
games, and they really have! There’s been real growth. But these
versions are on a whole different level. There is so much more
life in the eyes! You can see the thought processes
happening in their head more clearly and more frequently than in
just about any other Sonic game. But it’s not just cutscene acting. The animation for gameplay
is pretty great too! The way this game plays is quite
different from your average Sonic title, more of a Ratchet & Clank type affair,
but the animation serves that play well. Like, Sonic’s high speed run: It has a
very different style, but it looks nice! Look at the way the quick
jostling movement in his torso from all the rapid steps ripples
down the arms to his fingers. That looks really cool. Check out the extensive use
of Squash & Stretch on Sonic whenever he’s spindashing
or rolled into a ball. This is what I’ve been
WANTING to see in these games! And the way he actually transitions
into and out of spindashing, starting with a dive roll and
finishing with either a hero pose or a transition back to running? Almost none of the previous
games even TRIED that, and those that have didn’t
make it look near this good. The attack combos look solid. Swinging around on
these rails looks good. Knuckles’ wall-climbing has
NEVER looked this great before. I so wish I could see this game
running at a decent frame rate, because everything I CAN see of
these animations looks awesome. And, like, Amy gets to be something OTHER
than an obsessive Sonic fangirl for once! And that’s so nice. Can we keep
that going forward at least, maybe? Please? It’s such a shame that all
of this great animation work is attached to a game that's only
ever going to be remembered as a mess. But that’s how it goes in this
industry sometimes. Boy, this is a downer. Um... Can we get a pick-me-up
or something? AHHH that's better.... [music] This unlikely little miracle of a game
was noteworthy for being spearheaded by prominent creators in
the Sonic fan community. And it is a delight. I don’t even LIKE Sonic that much,
why does this intro make me so happy?! The animation in
Sonic Mania is great. Not because it’s back to being
a 2D game and not because it’s a return to the pixel animation
we haven’t seen since 1995. No, as a long-awaited successor
to the original trilogy, the animation in this game is
good for the exact same reason the animation in Sonic 2, Sonic 3,
Sonic CD and Knuckles' Chaotix is good. The animation in
Sonic Mania is great because it takes a rock solid
foundation and builds upon it. In the same way that Sonic Generations was a
"Greatest Hits" celebration of Sonic’s larger history, Mania is a "Greatest Hits" of Sonic’s
16-bit era specifically. This is that classic Sonic
animation you remember, but with even more appeal
packed in than before. Just about every one of these
moves has been fleshed out with additional
frames of animation. That Good Spindash from Sonic 2 used
to be a 6 frame cycle. Now it has 16. The corkscrew jump used to have
12 unique frames. Now it has 24. And a lot of the added appeal comes from
subtle tweaks to those familiar animations. Like, look at the way
Sonic’s Bored fidget now has this overshoot and
settle on the transition. It’s the tiniest change,
but it looks so nice! It reinforces the original idea and
turns it into something even better. Sonic Mania is littered with
little touches like these. But even though every animation
has been given a bit more fidelity, that glow-up never breaks
the familiar retro aesthetic. Don’t get me wrong: this is NOT
how 16-bit Sonic animation looked, nor is it trying to look that way. But it is trying to look
exactly how you REMEMBER 16-bit Sonic feeling
back in the 90s, and it is VERY
good at being that. My favorite thing
in the entire game is how Mania takes all of
these familiar characters and emphasizes their personalities
even more than the originals did. There's this bit at the start of
Chemical Plant Zone where a drip of... whatever that chemical is drops
on Sonic’s head at the start and he gets annoyed
and shakes it off. It’s cute, right? But EVERY playable character has
their own reaction to that drip! I love the shock on Knuckles’ face.
He's so MAD. And Tails has a different
reaction if he’s player 2 and standing behind Sonic
when the drip happens! So much expressive custom
animation for one goof! The animators have just
poured so much love and care into the characterizing
details in these animations, both the new additions
and the updated originals. The pixel art versions of these
characters have never looked so good. It’s wild that this game exists at
all, and I’m really happy it does. Even to someone like me living
on the outside of this fandom, the affection for the source
material is impossible to miss. But one Sonic game remains!
WE’RE IN THE HOME STRETCH, LETS GOOO [music] Ok, so we’re back to
those familiar 3D designs and a tried and true
animation style. As you've probably noiticed
ever since around Sonic Colors, 3D Sonic has pretty much settled into
a consistent animation aesthetic: hand-animated, stylized but with
frustratingly minimal cartoony-ness. It’s a bit of a bummer losing the more exaggerated
quality of movement that Sonic Boom had, but hey, they’re at least getting
consistently decent results at this point, and that has not been true for Sonic since
the 90s so I can’t get too mad about it. The most noteworthy
thing about Sonic Forces, aside from the
comically bleak story... [KNUCKLES: "Sonic is alive!"] ["My spy there says he's in a
solitary confinement cell,"] ["and they've been torturing him for months."] WHAT? [AMY: "That's horrible!"] Knuckles? WHAT?? So, right, that aside... The most noteworthy
thing is that you can now make your own self-insert Sonic
OC to co-star as the hero. Never let it be said that Sonic
Team doesn’t get their audience. And the animation on the OC
characters is... fine? They’re fine. Traversal is a bit less
refined than Sonic’s, but then they haven’t been tuning my
OC’s traversal system for a decade, have they?
Give me time, I just got here. I do love the way they use the grappling hook
to drift around those sharp turns, though. That looks great, and I love how they
sometimes use it as a team-up move to assist another character who
can’t take corners that fast. And hey, now me and
Sonic (noted best friends), are stunting as we drop
down the laser shaft. If you ever want some Cool Guy lessons, let
me know. My prices are reasonable. I honestly don’t know what more to
say about the animation in Forces. It just doesn’t move the
needle in either direction. Gameplay animation is still solid and
mostly unchanged from Generations. Although, I don’t know why Sonic
only does the one stunt on repeat after homing attacks now. That’s a tiny loss. But hey, they did keep the Squash &
Stretch on Sonic’s jump from Lost World! I was SO CERTAIN they were going to
drop that immediately just to spite me! And on the narrative animation
side, cinematics are… also looking about the same! Definitely a downgrade in
character expressiveness and style from what
we saw in Sonic Boom, but easily a match for the
animation we saw in Generations, maybe even a slight improvement. Still just can’t quite escape that
Mascot Suit Problem, unfortunately. And at this point, I’m starting to
think it’s just not going to happen? At least not without SOME
sort of character redesign. These faces are just not built
with expressive range in mind, certainly not in 3D anyway. For the time being,
it looks like 3D Sonic is in a bit of a stylistic holding pattern,
for better or worse. But who knows what
the future will bring! If there is one thing Sonic has trained
us to expect, it's a rollercoaster ride. So, in conclusion,
which Sonic games have good animation? Well, having now spent months of my life
exhaustively studying the lot of them, I can say with a fair degree of
certainty that the answer is: Some of them. [EGGMAN: “You’ve wasted
so much of my time.”] I’m kidding. Let’s do a top
and bottom five. Lists are fun! In order of release, I would say that the five
Sonic games with the weakest animation are: Sonic 3D Blast. Points for attempting the
new technical approach, but unfortunately it did drain the
appeal right out of them characters. Sonic Adventure 2. I was torn between picking
this or Sonic Adventure 1, especially given 2 did improve on some of
its predecessor’s more glaring problems, but then it did also
backslide on so much else, and at a time when the rest
of the industry was already pretty settled in and comfy
with 3D animation tech. Sonic 2006. I know Sega didn’t give y’all
the time you needed to finish it, but I’m not convinced that more time was
gonna save the animation in this one. Sonic and the Black Knight. I was a little torn
on this one too since the animation's really just
underwhelming for the most part, but the thing that tips it over the edge
for me is that the animation of the sword, the game’s entire gimmick, actively detracts from the polish
and functional feel of the game. Plus by that point, Sonic Unleashed
had already shown us how it’s done and Sonic Colors would bring that level of quality
to this same console the very next year, so this just feels even
worse in hindsight. And finally, Sonic 4. Because it had every blueprint it
needed to make 2D Sonic animation work, and it still failed
on nearly every front. And as for the five Sonic games
with the best animation of the lot? The first is Sonic 2. Because it took everything that Sonic
1 did right and made it even better, basically setting the bar for
every Sonic game to follow it. Now I’m tempted to give
Knuckles’ Chaotix the next slot because it’s such a showcase
of the function and personality that made those early
pixel animation games sing, but no, I think I’m going to
give it to Sonic Unleashed. Because 3D animation is the monster this series
has had to fight the hardest to wrangle, and Unleashed was the game
to finally pull it off. Sonic Lost World. If Sonic Unleashed was the first game in
the series to make 3D Sonic look decent, Sonic Lost World is the entry
that, to this day, has squeezed the most
polish and appeal yet out of this design incarnation
of these characters. Sonic Boom. Because, for all the
game’s problems, this is some of the best animation
these characters have ever had, and the fact that this series probably won’t
revisit this sort of stylish animation for a long time (if
ever) makes me sad. And finally, Sonic Mania. Because it found ways to improve
upon the animation this entire series was founded upon without sacrificing ANY
of the appeal that was already there. But what about the future? Like I said three weeks ago when you
first clicked play on this video, Sonic’s 30th birthday
is coming up (OR has already happened, because this video is
taking forever to finish). And I would wager we’re going
to see (or have already seen) some new game announcements pop up
to celebrate that anniversary. It could be we’ll see
another retro title. Heck, maybe they’ll finally try making
a traditionally animated Sonic game! Imagine Sonic Mania
Adventures: The Game. I would play the
heck out of that. But odds are good that the series is going to
stick to its current trajectory of 3D titles. And if the last decade of 3D
games are anything to go by, it seems to me that Sonic Team
has maybe hit a bit of a wall on how to push the animation of
their 3D games to the next level? Well, not that they have any
reason at all to listen to me, but I do animate for a living and - having now explored the ups and
downs of this franchise in its ENTIRELY - I do have some suggestions. First: give the developers the time
they need to ship a finished product. That one seems obvious. Second: keep leaning into
that cartoony energy. Every time the animation on these
characters has dared to dip its toe into more exaggerated, squash & stretchy
territory, it ALWAYS looks good on them. The original 16-bit games were
ALL ABOUT that cartoony animation. That more exaggerated movement on
Shadow in his solo game looked good too. The squash and stretch y’all started adding
to Sonic’s jumps in Lost World feels great! And seriously, Sonic’s movement in the opening
to Sonic Unleashed still looks AMAZING. You could have
this all the time! I’m not saying you have to go
full Crash 4 (unless you want to), but try letting a little bit of
that animated energy seep in. Just a little! Third: And I’m sure this
one's gonna get a bit more pushback, but consider making some adjustments
to the character designs. I’m not saying you have to go back
to the Sonic Boom look. You don’t. BUT one thing those redesigns did
achieve was significantly increasing the expressive range
of these characters, and that aspect at least was
a straight-up improvement. They were able to hit a
lot of poses more easily and they could do a much wider
array of facial expressions. As they exist now,
Sonic’s main cast of characters are extremely limited by the
design of their facial features. It’s just hard to get many expressions
out of this eyebrow/eyelid area. Like, THIS is the closest they can manage to get
Sonic to an expression of "devastated sadness". That's pretty rough. Even now,
in the most recent game, this is the closest approximation
I’ve seen of a "terrified" expression. Not great. And thanks to the
design of their eyes, most of these characters
can’t move their pupils very far to either side without
something feeling broken. Which means the pupils are mostly
stuck floating in the center of the eye looking straight forward and the
characters have to turn their entire heads to look in a different direction. Kinda like a mascot suit
head, right? WEIRD. If I might make a suggestion, maybe consider taking some inspiration
from Sonic’s feature film design? I’m not saying you should make THIS
what Sonic looks like from now on, I’m just saying they made some smart
adjustments to the structure of Sonic’s face which gave him WAY
more expressive range. And even with those changes,
he still feels like Sonic! Just a thought. Listen, there’s a lot of directions
you could take Sonic’s animation. History has proven that he’s
pretty malleable as a character. And I know he’s been pretty locked into this
current look in his games for a while now and it does usually look
FINE, but I’m just saying: I think there is a lot of untapped
potential in these characters. Make just a few slight adjustments
to their face structure and exaggerate their
movement a bit more? I think they have the
potential to look amazing. But yeah, that’s it! That’s all. Finally! That is Sonic’s game animation
history in pretty much its entirety. I hope you’ve enjoyed this
retrospective examination! I certainly have,
and believe me when I say I don’t want to lay eyes on another
Sonic game for at LEAST 6 months. I am all hedgehogged out. But hey, a BIG Thank You to JoCat for
that wonderful animated bit back there. If you haven’t already, go watch
all of JoCat’s stuff. He’s SO good. Also I want to give another
MEGA THANK YOU to my patrons, not just for supporting
this thing I make, but also for being cool
with me disappearing into the Sonic mines for
months to work on THIS, the longest video I
have ever made by far. I’ve got plenty more videos in the works,
though, so if you HAVE enjoyed this, hit the Subscribe button so
you don’t miss future episodes. Or consider supporting the show like all
of these beacons of patience over here. Take care everybody.
I’ll see you next time! [music]
Watched this the other day. Adventure 2's cutscenes being mocapped makes total sense now. Now I know why Amy looks like a marionette with how she awkwardly stands around at times.
It always irks me when people go over every "mainline Sonic game" and include Boom but not the Advance games. It's to save time on not covering every portable game which is understandable but I'm curious to see what his thoughts on how the Advance sprites stack up compared to everything else. And Boom is like, the definition of a spin-off. What he had to say about Boom is probably far more interesting than anything he could muster up for Advance and the other portable games but still, it would've been nice to see.
Also, something funny about SA2's run cycles for Sonic and Shadow is that they have different ones in the final cutscene before their fight atop The ARK, ones that actually look more clear than the gameplay run cycles (I think at least).
There's a comment on what I explain below already on the video) but I really think they mishandled the SA2 section, the whole thing was basically spent talking about Sonic's Walk/Run cycle and the issue of Mocap, when there's so many other animations to break down that have large impacts on how the game is played/felt when playing.
As an example, Sonic and Shadow have a large variety of flourish/trick animations: There's some when they do jumps off ramps, or do jumps off the end of specific rails. They have them when you vault off of poles, as well as when they hang in the air after a homing attack hits, or if you do a jump out of a somersault. There's additional variations for some of these based on the speed at which you're moving or other factors.
A lot of those are really well animated, and they fit both Sonic and Shadow as characters really well, but most importantly they synergize with the gameplay's emphasis on landing tricks and score bonuses as part of the ranking system SA2 introduced (and that was mishandled in every game after SA2 since they didn't flesh it out synergistically like SA2 did): They're both an easy visual indicator of you landing a trick, but perhaps more importantly, they make you feel stylish, making the player feel and expressing the thematic concept behind the mechanic/system, and it makes doing cool stuff as Sonic and Shadow in the game extremely satisfying.
To tie this into what criticisms he does bring up:
I would argue Sonic's low speed walk animation losing some of the dynamic elements he mentions is not that big of a problem, precisely because SA2's thematic and conceptual core to his playstyle isn't based on building moneumtum and using speed as a reward for mastery like the classics: In those games, the fact that the player is forced to build momentum up and learn the physics systems means the player will be spending time with sonic moving slowly and gradually building speed up, so having those animations look as good as possible is important*. In SA2 though, Sonic accelerates from a stop to full speed almost instantly, so you basically never see Sonic walking at low speeds anyways, though admittedly the issues he brings up with the animation still having awkward elements at full speed stands.... Regardless, SA2's focus in speed stages rather then momentum/physics, is the "flow state" of chaining different actions together and landing tricks and shortcuts: Going from a somersault into a jump into a homing attack chain against a group of enemies, then onto a rail and grinding the rail into a pole which you vault off of, etc. And all the different animations Sonic and Shadow have for those actions expresses that.
This is going on a tangent, but if I were making my dream Sonic game, it'd double down on this idea: It'd be all speed stages like SA2's, though with more branching paths in the stages a la Final Rush (just not all grinding), and with a more fleshed out trick and scoring system: For as much as I praise it, not all animation variations correlate to different score bonuses, some things don't have variants, and with a few exceptions chaining different tricks or cool stuff together doesn't result in combos or unique bonuses. I'd fix and expand on that, making it as fleshed out as something like the scoring system in a Skateboarding game or the DMC games. The game's visual style could also be stylized to match the graffeti inspired Sonic Adventure artwork, which I think thematically fits a la Jet Set Radio, etc
Anyways, back to the video: I also don't think the Mocap is a big issue in SA2. Yeah, there's a few scenes where there's a visual mismatch of realistic looking movement on noodley armed cartoon characters, but I think most cutscenes look fine to outright good.
I really think his time would have been better spent in the video cutting back on covering the SA2 walk cycle and the Mocap stuff and spending more of the runtime on what I mentioned regarding the flourish animations, or like... the dozens of other animations for other characters across the game: Knuckles, Rouge, the Mechs, the Chao, the GUN enemies, etc didn't come up basically at all. Hell Chaos and Metal Sonic in the vs Mode have some of of the coolest animations in the game.