The Overwhelming Style of Persona 5's All-Out Attacks
Вставка
- Опубліковано 23 лип 2020
- How does Persona's animation achieve such incredible style on relatively modest budgets? Let's break down the animation Persona 5's All-Out Attacks to find out!
Support New Frame Plus on Patreon!
/ newframeplus
__________
Written and produced by Daniel Floyd
Special thanks to:
-Carrie Floyd
-Soraya Een Hajji
-Eric Luhta
And an EXTRA special thanks to Myrrdhinn for providing some additional gameplay footage for this episode!
__________
Follow me on Twitter (@DanFloydPlus): / danfloydplus
For more games (and animation geekery), check out our other channel, PlayFrame! bit.ly/2lmGte8
___________
♪ "Beneath the Mask" by Video Game Remixes feat. Jenny
• Persona 5 - Beneath th...
♪ ...and selections from the official Persona 5 soundtrack.
___________
Want to contribute translated subtitles to this video? You can do so here!
amara.org/en/videos/wIZbgZ3Jy...
#Persona5 #Persona5Royal #P5R #Persona #animation - Ігри
There's a reason why people have legit cosplayed as the Persona 5 UI.
Now I gotta search this!
This game makes UI seems like one of the most important aspects of it, its so damn stilish
You just made me Google it, and I thank you for that, hahaha
I was about to point that out lol
there's even a clothing line i saw that used the UI!
P5 is 100% the most stylish and jazzy game I've ever played. It's music is on another level too
Dawg you should play cuphead if you into jazzy music
P3 and P4 also hold up. These games are just remarkable.
@Otacon464 which song? i'm curious :p
@Otacon464 They made new music tracks for mementos in royal which is a whole lot better than the old one.
@Otacon464 Yeah there was 4 new songs that was added. I didn't really like the old either tbh but I didn't think It was that bad to each their own though.
2:50 a neat detail here is that whoever initiated the all out attack will always jump first
And the initiating characters are always in the same position, too!
And always on the left except joker
@@NM40356 1:44 so... morgana is on the right?
@@cayjunn7478 when someone does the all out attack they all ways on the left side except the main character
@@cayjunn7478 they're referring to the cut in portraits after the jump, the initiating character is always on the left most portrait unless Joker initiates since he's always on the right
Animation 101 that Dan didn’t mention is how readable the silhouettes are when the lighting is dimmed, in terms of both character profiles and their actions.
I was waiting for that. It's still a very good video though!
Kevin Lopez also, with the character who started the AOA, their art is shown on the left, with the exception of Joker, who’s always on the right
(joke) And why would he mention the Readability in the Silhouettes? This isn't TF2 you know!
: P
That isn't really about their animation. That's because of the designs.
It’s stuff like this why I will always believe artstyle over graphical fidelity.
Just look at SMT Nocturne. Even the PS2 version still looks great.
@@ZylethXenocian Fuck yeah. The artstyle and atmosphere of that game makes up for any tedium for the labyrinth-like dungeons or monotony of said dungeons and really brings it to life. And the game is all the better for it
@Otacon464 Oh man... am I really going to get a PS4 Pro to play a PS2 game in 4k?
This is why, visually speaking, highly stylized games like Katamari Damacy and Jet Set Radio Future still hold up visually, or indeed Shadow of the Colossus, whereas games that were remarkable at the time but tried for realism can now look extremely dated and unpleasant.
Cuix Agreed
Every time Dan calls a portrait "gorgeous", Ann shows up. I think, perhaps, he has a favorite character.
Hahaha yeah I noticed that unintended pattern when watching through the final edit and decided it wasn't worth the trouble to change. :P
@@NewFramePlus unintended... or subconscious?
Morgana wants to speak a few words with you, then
Dan got a Waifu confirmed
What I like about persona's style, especially in persona 5, is that they use the 3d models in the story scenes to establish the blocking of the scene, while the art and text fills in the stylistic specifics of expression and performance.
They both feed off each other really well, covering for each other's short comings.
Also, while the 3D animation is simple, it isn't outright lazy.
If a character needs to do something more specific for a scene, or hold something, they actually do so.
Compare this to, say, Fire Emblem 3 houses where the characters can emote and shake their head, but otherwise they just fade to black or put a picture of an object with bare minimal attention to animation (from a company that can more than certainly afford slightly more complex animation), and you have to appreciate that even if simple, the Persona team wasn't outright lazy.
@@YourCrazyDolphin That's right. I played Three Houses after P5R and the lack of movement, portraits and story scenes was really frustrating to me. Why is does a game that is supposed to have higher budget than the other have such a lack of animation and story scenes?
@@YourCrazyDolphin You also have to remember that Fire Emblem is one of the most if not THE most niche franchise under Nintendo. Nintendo didn't really have much reason to give them a big budget even if they could afford it. Though hopefully that will change since 3H was such a big success.
Compare that to Persona, which is easily Atlus's most successful franchise and is thusly going to have the most effort put into it of everything they do, it's not hard to imagine that even with Atlus's limited budget, P5 probably had a bigger budget than 3H.
Add on things such as 3H having many, MANY more playable characters than P5 (all of whom require their own unique battle animations unless they have the same skeleton), each individual character needing way more animations in and of themselves than P5 thanks to the Combat Arts system, and the fact that Intelligent Systems was working on the Switch for the very first time so there was probably quite a bit of time dedicated to that (as opposed to Atlus who were already well familiar with the PS3), it's not hard to see why 3H is the way it is.
The scene of Ann ASCENDING while the others are still gearing up for a jump is somewhat hilarious and I can't stop staring at it 2:49
The overwhelming swagger of a Persona protagonist
The satisfaction of timing the all out attack perfectly with "you'll never see it comiiiiin" or "take over its time to boogie down" cannot be rivalled
Persona 5 is easily one of the most stylish games of all time
Otacon464
We don’t talk about TMS.
@Otacon464 you mean the fe weeb game ? i dont like anime that much persona 5 is an exception but tokyo mirage is too much and is just a waifu type of game
@Otacon464 not really have you seen the trailer ? that's more anime and waifu then persona 5 is the trailer is more waifu then a fking 500 hour game
@Otacon464 i highly doubt it the completionist even made a video about it and his took 500 hours
@Otacon464 the game is full of waifus and sex apeal while they dance its basically persona 5 dancing in starligjt except an rpg and with more crazy music
The weirdest part about the 3d character animations is that most of the time it's kinda dull but then there are very specific instances of them being just Extremely good, the first thing that comes to mind is when Ryuji tries to hail a taxi
And almost gets run over
And kicks a chair in anger when facing Kamoshida.
(2:43) Something else that's cool about the animation stagger in the leap: It suggests impulsivivity on the part of the characters through acting. Like, the characters all know what the plan is, but there's no specifically set practiced routine to doing it (since the initiator always changes, they're doing this in their free time, etc, etc), so everyone is reacting according to their own reaction times, rather than a rehearsed squad move. They're a team, sure, but they're not a unit, which is important, thematically, as a band of misfits coming together.
(3:14) Also, something else, in regards to composition of the character portraits: While Joker is always in the bottom right, whoever initiated is always in the top left, with the second largest portrait screen (after Joker), with the only exception being a late game spoiler. It forces your eye across the entire splash screen, rather than only focusing on Joker. I don't know if the other two are randomized, but if so, it keeps the splash both dynamic (since everyone else is rotating importance), but also consistent (because Joker, and whoever initiated the attack).
For me personally, when watching the video, I could always tell who initiated (if/when the full sequence played out) based on that arrangement.
The animation really shows the type of team the Phantom Thieves are. They have an objective in mind, but they mostly improvise along the way.
What happens if Joker initiates the attack?
@@timothymclean joker is still in the bottom right corner and the other three teammates are random
Nice catches!
If im not wrong. I think that the one who initiatiated the attack is also the first one to jump in the leap scene
Just do a video on every animation in Persona 5 and I will watch them all. I yearn for a 10 minute analysis of Morgana hanging out in the bag.
Only Dan could have achieved this masterpiece in animation analysis. When it was announced, I was very perplexed at how something that seemed like 95% screen wipes and hit flashes would get the break-down for the channel and I'm hype that Dan came through with a great lesson.
"Only Dan could achieve this masterpiece of animation analysis"
Wtf are you on? No offence to Dan, he does great work analyzing this stuff, but it's nothing special to slow down footage and say what's happening, anyone with a basic editing software and a good eye for animation can do the same thing.
There are many other channels dedicated to animation analysis out there who also put out as good work as this, Sugar Punch being one of my favorites. I suggest you look up ABI's MK10 and MK11 analysis.
Gilbot9000 plus sugar punch are just angry rage merchants
@@GreetingsMortal that is just false. Go and watch the animation analysis they have on Zeku. ABI has nothing but praise and good will towars the work that was put into the character.
To be honest this analysis is ' NOT MASTERPIECE ' LOL ( it's basically saying wot's on the screen )
Another smart cost-saving move is having the silhouetted characters turn into formless blobs when they're zooming past the screen to attack the enemies. It saves the animators from having to make new hit animations for every single party member, and it reads more clearly with the zoomed-out camera. Great analysis!
Something else i appreciate is that the characters never simply stand 100% still when not being commanded to do something, theres a lot of games where characters dont even have idle animations and just makes them feel lifeless.
Pokemon being a good example. The game that literally lives on turn based combat. Sometimes I have this dream that Atlus will make the next mainline Pokemon game and just imagining it gives me the chills.
Yeah the idle animations in all Persona Games are great
@@sirmcdust5572 You mean like Devil Children?
P4 was even more insane on some idle animation like Chie doing small hops and Yosuke vibing to his music but what I feel P5 did great were basic attack and critical animation in most game it's just a small hit of something but P5 has the camera following the character, a special animation for each of them and even a small "cutscene" for critical hits
Persona is not only one of the best games out there but also has arguably the best video game music.
Megami Tensei as a whole franchise has amazing music, I have yet to play a MegaTen gane with bad music and P5 is no exception
The franchise has the best music
@@KaiMCGRPS smt iv tokyo is one of my favourite songs of all time, it sounds so nostalgic, yet you never heard it. Its incredible
Everytime that Futaba showtime explodes onto the screen at the end of the animation I smile a bit. Probably my favorite sliver of animation in a game that's stocked to the brim with it.
Same here
I think at 5:40 the characters visibly moving into place as the dust cloud passes is an intentional effect; it sells the transition a bit from wherever they were standing in the formation over to the line-up.
I know you said this months ago but I like how it also echos the unpredictability of the All Out Attack to the party members, whoever initiates the attack obviously knows what’s going on but the party members have to react to that and the somewhat messy movement of all the models compliments that really well even if it is unintentional.
I like how the general concept of an all-out attack wasn't even new to the Persona series, but the Persona 5 animation for it was just that hype
I legit fan girl screamed seeing this in my sub page!! Always happy to see P5 animation being discussed cause it really plays a big part to the aesthetics and enjoyment of the game
As a long time Persona fan (long before 5 in any case), all these elements that feel less good when scrutinized and not in motion are definitely more obvious in 3/4, particularly in the overworld but also in some more important scenes too. I still find it really impressive, though, that 5 is so fast and snappy that it doesn't even feel like that artifacts are there.
This video is awesome. Honestly, all of the little things, even the nitpicks, make me appreciate the animation even more. Even the notes about how the 3D models are aided by the Portraits and UI to add more character to the scenes help sell the style. This perfectly encapsulates why the animation is so cool.
persona is the definition of flashy and cool.
It's art style is unique but in persona 5 especially it's so stylish and awesome.
Glad joker is in smash ultimate.
edge lord I got Persona 3 specifically because I heard the soundtrack first and couldn’t believe how amazing it was even without the context of playing the game.
Erwin Limawan You should try playing one of the SMT games. Their soundtracks are usually bangers.
Dylan's Cheese Stash SMT games in general are bit difficult at first, especially if it’s your first one. The name of game is using buffs, exploiting weaknesses, and fusing constantly so you can create even better demons. If you keep doing those things throughout the game you should be fine. Also for IV and Strange Journey, pay attention to something called the alignment system. I don’t want to give too much away, but it can affect some things.
STOP PILFERING I played Strange Journey, and aside from that one conveyor area, did enjoy it thoroughly. But by the time the other SMT games came around, I didn't have the time for them. :(
Erwin Limawan That sucks. I’m glad you liked Strange Journey though!
Also, a neat detail is also how the character that starts the all-out attack always jumps first, and is always in the same, mid position!
Bro, u don't need an excuse to listen to persona music.
Doing dishes? Persona music
Studying? Persona music
Robbing a bank? Persona music
Even though Dan says that it doesn't stay as "true to the anime aesthetic" as guilty gear, but I also would say that nothing feels as representative of modern Japanese animation as making the absolute most out of a limited budget and team and the use of less-than-stellar 3D assets that get masked by artistic flourishes.
Oooh this gonna be good.
Hoo boy!
Oh my god imagine a Persona game where the 3D models are handled by Arc System Works.
Arc System did the P4 arena games but I think they’re 2D. P5 A could be 3D though.
1. I mean...what makes ArcSys's anime artstyle look so damn good is directly opposed to what makes it possible for Persona to _exist._ ArcSys's 3D anime look requires not just really good shaders and tools, but a _ton_ of work per animation. You can afford to do that when your game has a couple dozen characters with a couple dozen moves, plus maybe a few unimportant cutscene animations. But the cutscenes are a _lot_ more important and a *lot* more numerous in Persona games!
Also, they'd need to tone down on how much flexibility they could get out of any character rig. ArcSys can only get away with their character models because they'll basically never have more than 2-3 characters onscreen at once. Persona games regularly have four or mroe main characters and at least half a dozen background characters in a shot at once! You can't render that many dense rigs in one scene at once without your console catching fire.
2. Dominic: This doesn't actually matter, but the P5A acronym is already taken by Persona 5 the Animation.
Nah. I much prefer P5's style.
I've been waiting for this!
I love with every animation video you manage to showcase a different element that makes the game stand out or uses a different way to showcase their animation.
Love your videos man, loved you in extra credits, really happy when I found your channel
Haven't even hit play yet and I'm excited. Always a treat to see a new episode from this channel!
Been waiting for you to do a video on Persona 5 ever since the game launched, and you did not disappoint.
I really appreciate what you do with these breakdowns. I love learning how these animations all work & come together to create incredible experiences in gaming. Thank you! Also P5 is one of my favorite games of all time so this was extra awesome to watch
mate your commentary is so inspiring to me as part of learning to be an artist, you are so damn helpful and inspiring
Very cool video!! I've put in nearly 200 hours into Persona 5 and never noticed the katakana in the All-Out Attacks.
*I've been waiting for this*
Persona 5 is my favorite game and this was really interesting to see what they did to make this work
Amazing video, as always.
I know this video is old, but its so so good! I would love to hear more about animation in Persona!! Overwhelming style really is the way to put it.
Great video. Thanks for the analysis
Awesome work, as always!
My favorite game analysed by my favorite UA-camr , todays my day.
Thank you for making me appreciate it even more!
Super fun video to watch for a great game :) love this channel
You could do a two hour special on the artistic choices of Persona Games. Beautiful design
Well, the timing on this was pretty perfect, what with SMT V and the Nocturne remaster being announced
Things are looking up for Megami Tensei, with Persona 5 being so popular and the port of P4G following suit, I'm sure that the Nocturne remaster and SMT V will sell really well
Now if only people were more interested in the Etrian Odyssey games
I love your videos, the Sonic one was the first one I watched and now I wish all these old ones were a bit longer! I hope you do some more long format videos.
I think its about time I play this game 🤩🤩 thanks dan!
You are my new favourite channel. Subbed 4 life.
Yeah! Analyzing my favorite game of all time!!!!!!! Love you dan!
This channel is so good. I love it.
Please, make another video talking about the Showtime Attacks!
Also, the UI itself, alone, could deserve a full-blown video!
Aww, I wish there was a segment about that snap during the transition between the 3D model and the 2D splash. For me, that sharp, tiny bit of movement that accompanies the splash screen seeks the impact of the final blow, and the power of the all out attack as a whole. Like where Joker pulls his glove down and extends his hand up as the blood splatter goes, that dynamic push and pull really sells impact when combined with the zoom and the transition. Even with weirder actions like Haru’s slight, but still sharp and snappy, dip of the head or the straightening posture and head turn after Yusuke’s little wobble are still really what sells the all out attacks. That sharp downward movement to accompany the upward blood splatter and the zoom are just so cool, and I don’t think the final blow would be as explosive without them, especially with the build up like Joker’s hand curling or Yusuke’s little wobble.
Excellent! Would've liked to see a quick comparison with P4's all-out attacks but I guess there was already more than enough to look at with just the P5 ones.
Nice work.
You made a huge leap in quality over the last videos. I cant wait to see what is coming next!
This video made me want to play the game and I can't think of higher praise to give!
Funny seeing this after having seen the "Mix and Jam" episode where they recreated the "All Out Attack" in Unity :) Cool stuff the Persona5 designers made!
Thanks for the reference!
I could watch these videos for hours and not get board even on loop.
Dan, can you please make a video about Sekiro's grappling animation and transition from various actions like stealth kill or jump. Please do it. I needed to know about it for my game's animation.
I remember that I started an All-Out Attack without even getting the characters to the "Hold up!" situation and Fox still had this AR-X riffle before the jump instead of his katana.
I love the little suddle movements they gave the characters, mainly morgana. When you are in a safe room and morgana is sitting on the table, the tip of his tail wiggles just a little bit, just like a real cat, and the way he covers his head when he guards himself in battle rly pulls at my heart strings.
With the protagonist, I love when you answer something and he plays with his hair just a little, or how he taps his foot on the ground when talking to someone. I love it, makes them feel more real.
Another amazing video, as always. Could you do one on the animation of Pokkén? I’d love to see one about the combat mechanics or the special moves they have in regards to cutscenes and all that.
A new Waveform AND New Frame Plus a few hours apart? I'm a happy man
This video made me fall in love with the game even more.
Would love to see more Persona analysis videos
Im so damn happy that new frame plus did persona 5 since i really love this game a lot especially the music.
YES OMG I WANTED YOU TO COVER P5
I literally searched for Dan from extra credits everywhere...and now my search is complete.
I justf finished watch How Has Pokémon's Battle Animation Evolved even though I download it 2 days after it came out. Nice analysis, didn't notice that many things happen in short seconds
Persona is one of my favorite RPG franchises and while playing P5 the first time, my mind was blown countless times by the animation and music!
Persona isn't franchise. It is sub-series of Shin Megami Tensei franchise.
Please make more Persona videos, those games are all beautiful
I won't be able to un-see this now.
At the end of the video, the blurred footage of the OP behind the outro menu is slightly edited to sync with a bass drop. Nice
Was wondering if you could do an episode on the "itano circus" animation technique? I would love to get some insights into how layout and planning works for it. From one game animator to another - cheers!
Fun fact, some areas that were only used for cutscenes are just 2D backgrounds with some 3D models over the characters, this helped Atlus save on the budget. I think I saw that on the did you know? Persona 5 video
A video on Persona 5? Never saw that coming
There's one thing I'm gonna point out that you didn't talk about. Its a very small change from vanilla P5 to P5R with the all-out attack. In the single frame when they change from their 3D model to drawn artwork, the background was changed from black to white. Its only for 1 frame, but I think its a lot more suitable while going from the bright red to the flashy decorated background.
I'd love to see all the 3D elements by themselves if possible in the PS3 emulator, RPCS3. All the animation happens so quickly that you don't realize how much optimization there is to make it possible.
I think Pokemon and other RPG or story driven games could learn from the Persona series' delivery of story sequences.
New favorite video :)
I wish we got a break down vid like this for the All Out attacks in Persona 3 & 4
What a video!
Honestly considering persona 3 and 4 all out attacks was essentially a cartoon brawl dust cloud it’s a hell of a step up
The first all out attack I did blew me away. I love this game so much!
Had surgery just a few days before starting it and was stuck in bed in recovery for almost a month after, and this game was what filled up almost all those lonely at home hours. I can't wait to see what the next title is like.
Holy shit I never noticed the katakana before, thats so cool!
these videos help a lot, as i am the lead artist in my indie game team and have little experience like my comrades
Man, that game is incredible. I am just so wildly impressed by the dev team.
I'd love to see something on Persona 5 Royal's Showtime Attacks
Happy someone addressed this masterpiece of art style
I never saw it coming!
I always appreciate Joker's backflip into an All-Out Attack. Legit have probably seen it over 500 times and I love it every time.
A video on the devil fight in Cuphead would be AWESOME!!! Also, I really like this channel, Dan! Keep up the good work!
I hope this becomes a staple of the series
Hm. It just occurred to me re-watching this that the little errors and imperfections Dan points out in the animations and scene transitions are kind of like that image of bullet hole patterns in WWII bombers that made it home; they're the survivable errors that didn't cause mission failure. Those are the rough edges that didn't spoil the effect, they didn't *need* to be fixed!
There's a bit of an art in knowing what problems are worth fixing and what aren't. As someone who suffers from perfectionism I still fail at that constantly and waste a lot of time on little details nobody would ever have noticed. This sequence is a really lovely example of getting maximum bang for your buck, and a good reminder that you don't need to get everything right, just the things that matter.
It's also a great example of hiding those rough edges artfully. You're not going to notice the janky weapon switch, because your eyes are probably on the UI you just interacted with and the enemy you're about to attack (which is sitting in a focal point of the composition), and doesn't have time to latch on to an individual background animation because the entire screen just exploded into motion. Same with the characters popping in behind the dust transition; it's there, noticeable frame by frame, but played full-speed you're still reeling from the context switch and your eyes are probably tracking the dust cloud wipe more than anything. There's some deft sleight of hand there, and it's neat to have it broken down like this!
I completely agree. The little mistakes in the transitions were a great candidate for letting go since it's more of a technical issue than an animation one. The animators' _and_ programmers' time was better spent on more important things than a 1-2 frame timing issue. One of the directors of Doom 2016 talked about a similar issue in their intro where music starts right as Doomguy punches a screen. They had trouble making the timing consistent on different hardware and were panicking trying to fix it a few days before their deadline.
Instantly earned my sub for this indepth analysis. The only aspect I feel undermentioned in this entire video is that the UI is at NO point more flash than substance, that while being mega stylish, it feels like it's designed with being useful and easy to use first, which frees the player to enjoy the flash.
You may want to check out the Showtime Attack animations added in P5 Royal. They're lots of fun.
i hope does a video on it
Someday I'll get to play this game