10 votes

The animation of Sonic Frontiers

4 comments

  1. [3]
    raze2012
    Link
    Aww man, I spent 30 minutes writing up a summary for my submission only to see it was already posted. I guess I know what my next piece of feedback will be for Tildes. Well, let me try to salvage...

    Aww man, I spent 30 minutes writing up a summary for my submission only to see it was already posted. I guess I know what my next piece of feedback will be for Tildes.

    Well, let me try to salvage what I posted;

    Background of the video, author, and channel

    This video is a sort of addendum to the author's gargantuan series retrospective focused on the topic title (also HIGHLY recommended if you ever considered non-humanoids character design), so forgive the beginning context about Dan's descent into the world of Sonic content creation.

    I feel this is standalone video as long as you have the high level context that Dan's thoughts on Sonic's 3d entries were very mixed (skewing negative, but there were notable praises, some surprising). Nothing surprising for anyone who has followed the franchise in the last 15 years.

    I feel the title gives sufficient context about the video, so I'll give a bit of an intro to the author. If you remember the early 2010's days of Extra Credits (the now side channel to Extra History), Dan Floyd used to be the speaker of the channel, as an industry veteran with (back then) almost a decade under his belt. He has since moved on from ExtraCredits and started two YouTube projects of his own: PlayFrame as his Let's Play channel, and this channel, New Frame Plus, a channel focused on analyzing the game design of particularly interesting games (usually focused on his field, animation). Absolute treasure trove of information in NFP of you wanted to dig deeper and look into why and how some games look and feel as good as they do (I'd also highly recommend his series retrospective on Final Fantasy).

    As for my thoughts on the video:

    I remember Dan's resrospective growing increasingly critical of Sonics animation as we went further into thr 3D games, with some higher level design flaws he mentions are inherent limitations to Sonic's design (which he dubbed "mascot suit syndrome"). He gave surprising praise to Sonic Boom, but overall it seemed that he felt the 2010's games hit a low plateau, not quite as atrocious as Sonic '06, but falling very short as a previous icon that would rival Mario himself.

    So I was surprised that he was really receptive of Frontiers. The actual cutscenes and animation quality was subpar compared to its competition, but he praised the technical work in how they improved the feel and responsiveness of Sonic. And in particular he really helped me realize how much camera work can go in selling what may otherwise be middling animation quality. Put a lot on my mind as I design my own game)

    4 votes
    1. [2]
      Halio
      Link Parent
      How is this an issue on Tildes? Not quite sure what your feedback would be.

      I guess I know what my next piece of feedback will be for Tildes.

      How is this an issue on Tildes? Not quite sure what your feedback would be.

      1 vote
      1. raze2012
        Link Parent
        Pretty simple piece of feedback: verify my link for duplicates when I enter it in the link textbox, not after I press the submit button (after which I post a link and carefully prepare an opening...

        Pretty simple piece of feedback: verify my link for duplicates when I enter it in the link textbox, not after I press the submit button (after which I post a link and carefully prepare an opening statement). If it can't be dybamic, there can be a "check" button next to the link box that can do that.

  2. Belleye
    Link
    This honestly seems quite promising! The video hit the nail on the head when discussing animating at speed. It's a delicate balance between giving the player the sense that they are screamingly...

    This honestly seems quite promising! The video hit the nail on the head when discussing animating at speed. It's a delicate balance between giving the player the sense that they are screamingly fast without losing control of the character or where they spatially are.

    3 votes