I remake ELDEN RING combat to prove a point!!

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  • Опубликовано: 29 сен 2024
  • Some people have claimed that realistic video game combat animations for swords and other medieval weapons cannot be achieved due to many gameplay requirements. I will prove them wrong.
    #medievalcombatreference
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Комментарии • 3,8 тыс.

  • @mylifeisacomplexpastiche7901
    @mylifeisacomplexpastiche7901 2 года назад +342

    7 ft long nodachi (aka Nagakiba): Fast swings, just at the cost of more stamina
    6 ft long greatsword: *OH GOOD HEAVENS-*

  • @Kale13000
    @Kale13000 2 года назад +383

    This is seriously cool. I wasn't sure about this initially because I was worried about the telegraphing and having it look cool, but the more realistic ones actually look way better than the game's. It looks just as cool but it's controlled and trained and in my opinion that makes it way cooler

    • @caelestigladii
      @caelestigladii 2 года назад +5

      After seeing this side by side comparison, the game animation actually looks like fish on land. I can't unsee it now when playing the game.

  • @nzungupumu1350
    @nzungupumu1350 2 года назад +36

    11:22 I like the thought but I feel like that would require ungodly amounts of strength to be able to control a colossal swords momentum like that. Game balance wise those animations could be unlocked after crossing a str threshold like 60 or 70

    • @Mikael_Ore
      @Mikael_Ore 2 года назад +4

      Our characters are already strong enough to do those moves, when we enhance str we actually do the same move but capable of causing deeper cuts with less effort, that is my perspective from using a strenght based lancer at least

  • @eagleone0one
    @eagleone0one 2 года назад +12

    Shad, if you ever made a medieval combat game I'd never stop playing it.

  • @ChromePyramid
    @ChromePyramid 2 года назад +2

    15:55 The Mirrah greatsword as far back as Dark Souls 2 had this move set and it's the perfect example of what you are saying sure it might not be perfect but it's so much more refined and that's why it's always stuck with me

  • @StaleCrony
    @StaleCrony 2 года назад +25

    Your custom moves are far cooler in my opinion than that of the video games that you are referring to. Also far more realistic which I always appreciate.

  • @skyfawkes7844
    @skyfawkes7844 2 года назад +5

    I'd like to see more Greatsword demonstrations in general

    • @TheCrimsonIdol987
      @TheCrimsonIdol987 2 года назад +1

      It's a lot more... "flowy" than you might think. Check out demonstrations of Francesco Alfieri's crossings to get an idea of what greatsword fencing is like.
      The reason why they tend to keep the momentum going is because of how long the sword is, and it's heavier than your typical longsword at between 5-8 lbs, means you have to let one attack flow into the other keeping your momentum.
      So to keep control of it, you don't have the sharp, controlled movements of longsword fencing, you have a more momentum, flowing based style of fencing.
      Furthermore, in the sources, they repeatedly mention that greatsword fencers tended to guard bridges, doorways, flanks, and important people from multiple opponents, so wide swings are common place to keep as many opponents occupied.

  • @ChristsVisage
    @ChristsVisage 2 года назад +1

    As a member of the souls community, I can confidently say that if the ultra weapons weren't telegraphed so much, they'd be all anyone ever used. They hit HARD, only needs 1 hit on a min maxed str build that anyone can look up.
    Yes, realism is important and good and fun, but if this were to be done, it'd have to be done in a way that wouldn't make strength weapons so *nimble* that theirs no punishment for the swing.
    They've always been heavy and telegraphed, for this reason as reference, All of DS2 WAS heavily telegraphed and strength weapons were far more prevelant in that game.

  • @snowysiamese
    @snowysiamese 2 года назад +1

    There is always room for compromise, as you say. A lot of detractors to your points don’t see that. You can both add more realistic attacks AND have them be slow enough and have a large enough hitboxes. The one argument I can see sticking is in Elden ring catching rolls is a huge deal. If attacks go too high, they will not be physically capable of roll catching at all. The solution? Pick a realistic attack that goes low enough. Compromise. It doesn’t have to be absolutely perfect to HEMA or whatever style it’s being modeled from, but it also doesn’t have to be club-swinging, like you said. It may be a lot of personal taste, but more grounded swordfighting in sword fighting games, to me, is very welcome. They obviously aren’t going to remove all the cool magic and stuff just because they make some attacks more realistic. It can still be fun

  • @viorp5267
    @viorp5267 2 года назад +382

    The medieval combat reference thing is great because it's a resource. Games where it fits can use it, games where it does not still don't have too.

  • @RushGarcia
    @RushGarcia 2 года назад +813

    Man these animation analysis vids are dope! I doubt Fromsoft will go out of their way to adjust all their assets since that's probably harder than I think it is. However elder scrolls 6 better be doing homework.

    • @Foogi9000
      @Foogi9000 2 года назад +69

      I think you mean Modders better be doing their homework XD.

    • @m1_1911
      @m1_1911 2 года назад +2

      I love your videos and I find you in the most random places.

    • @RushGarcia
      @RushGarcia 2 года назад +11

      @@m1_1911 I have many interests. Used to be a brony too, a bunch of comments there.

    • @e.mailissimo2146
      @e.mailissimo2146 2 года назад +11

      Knowing Bethesda, they are probably going to reuse animations made by modders for skyrim...

    • @2ELI7E
      @2ELI7E 2 года назад +10

      Fromsoft never wanted the game to be realistic...... Lol

  • @patrickkenyon2326
    @patrickkenyon2326 2 года назад +354

    This was an excellent idea, Shad.
    Perhaps you could do a whole series of these, for different weapon types?
    Sword and shield, dual wield daggers, pole arms, etc.

    • @newpaperyes
      @newpaperyes 2 года назад +2

      I hope Lyndybeige can do the spears!

    • @patrickkenyon2326
      @patrickkenyon2326 2 года назад +7

      @@newpaperyes Lindy, or Schola Gladiatoria.
      Perhaps Shad could do a collaboration?

    • @mdawni6933
      @mdawni6933 2 года назад

      The almighty Mace too

  • @JoBar71377
    @JoBar71377 2 года назад +295

    Hot take: The Guts Greatsword should remain as it is if the director's desire was for Guts cosplay to mirror that of Berserk, but should be unique to that one sword and not shared with Ultra-Heavys

    • @mrcrunchy2552
      @mrcrunchy2552 2 года назад +23

      Agreed, I kinda expected Malekith's sword to have some of his moveset but nope

    • @diogenes42069
      @diogenes42069 2 года назад +11

      Agreed also from soft clearly drew a lot of inspiration for dark souls and elden ring from berserk

    • @yaqubebased1961
      @yaqubebased1961 Год назад +10

      Having Guts' moveset will make it extremely overpowered, as it should be

    • @NeutralGuyDoubleZero
      @NeutralGuyDoubleZero Год назад +3

      Tough to balance, but they have basically done exactly that in dakr souls with the farron greatsword.
      L1 in duel wield letd you perform acrobatic spins and leaping slashes. It's actual usefulness in pvp is questionable but still sick as hell

    • @alessioughetta3677
      @alessioughetta3677 Год назад +2

      Seeing the zweihander being subject to the same moveset despite being 1/50 of the weight hurts...
      (yes i'm responding to a year old comment.)

  • @zaragachizanparo4948
    @zaragachizanparo4948 2 года назад +1817

    I've noticed that there's a lot more twirling of the blade in realistic sword combat than there is wide swinging. It's an interesting detail.

    • @swordzanderson5352
      @swordzanderson5352 2 года назад +310

      Because twirling is swifter and much more conservative and effective than swinging your weapon around vigourously. Also puts you in MUCH less danger. Wide swings in superhuman scenes only work because of the insane effects that follows.
      Not meant to be offensive, so sorry if it was.

    • @RacingSnails64
      @RacingSnails64 2 года назад +109

      @@swordzanderson5352 You didn't sound rude to me! I was about to say basically everything you said lol!

    • @zaragachizanparo4948
      @zaragachizanparo4948 2 года назад +84

      @@swordzanderson5352 None taken. That's actually interesting to know.

    • @swordzanderson5352
      @swordzanderson5352 2 года назад +45

      @@RacingSnails64 I had to say stuff like this, knowing what the internet folk can be like. Thanks for bothering to assure me, appreciated

    • @tomraineofmagigor3499
      @tomraineofmagigor3499 2 года назад +27

      Twirling is also harder for eyes to track then wide swings

  • @Tonbizzle
    @Tonbizzle 2 года назад +598

    What's funny is that I'm not crazy about realism, but I used the Knight's sword just because the stances look way cooler than swinging the sword around like you can't control it.

    • @alxsblv6164
      @alxsblv6164 2 года назад +59

      Same with Banished Knight Greatsword. I would like to use Claymore and other greatswords in ER but the way you character swings them, slams them in to the ground... Pain.

    • @ysera6072
      @ysera6072 2 года назад +13

      And here I am duel wielding great swords because it looks cool. Though I will agree that the single wielded great sword animations aren't great.

    • @squidsinspace75
      @squidsinspace75 2 года назад +15

      Exactly, in the game, it looks like the character took a weapon too heavy for herself and struggle with it in every move.

    • @Acesahn
      @Acesahn 2 года назад +16

      You guys care about overcommitted swings while here I am, wanting them to replace summersaults with a Bloodborne style hop. You know, something you'd do in combat vs something that makes no sense in combat.

    • @alxsblv6164
      @alxsblv6164 2 года назад +2

      @@Acesahn makes sense. But dodge rolls is such a staple of the souls games now.

  • @SpartanS1ayer195
    @SpartanS1ayer195 2 года назад +306

    Okay, I loved the animations of elden ring despite some being from older games but seeing you do your own, I need these

    • @LoonieMoony
      @LoonieMoony 2 года назад +3

      i think a marriage of the satisfying ground thuds in elden ring with the trained flair would be best

    • @RorytheRomulan
      @RorytheRomulan Год назад +6

      @@LoonieMoony I don't like the ground hits. I think the heavy swish, and then the sound of the blow connecting with a valid target or a vertical/sloping environmental detail, is good enough.

    • @LoonieMoony
      @LoonieMoony Год назад

      @@RorytheRomulan fair enough. really we just want variety so we can pick and choose

    • @NeutralGuyDoubleZero
      @NeutralGuyDoubleZero Год назад

      ​@@RorytheRomulan Disagree heavily. It's part of the style of the souls games to emphasize that impact and brutalness. At least let some greatswords smash into the ground

    • @RorytheRomulan
      @RorytheRomulan Год назад +2

      @@NeutralGuyDoubleZero Then the style is simply incorrect. If the question for the team was "how do we show the player how powerful this thing is" then the answer is "I know, we'll make them hit the ground all the time and be terrible with it." We can find another way. Weapons in the colossal category are probably the only ones I could see hitting the ground all the time no matter how much the wielder tries to compensate.

  • @LivingAnachronism
    @LivingAnachronism 2 года назад +298

    Shad, you are epic! #medievalcombatreference is a fantastic initiative. I've enjoyed this discussion so much, can't wait to be part of it. And in this video especially, you really nail the tempo and rhythm of the attack patterns in a Fromsoft game. And I'm glad you made the very important distinction that the goal is to make the moves look better, not transform the mechanics of the game to make everything exactly historically accurate. My video is in preproduction, I am honored to have been mentioned in your previous video. I hope you enjoy it, I think I define exactly what makes a good telegraph in an easy to understand and applicable way, while keeping martial stances. And yes, I will be DUAL WIELDING "great swords". Cheers mate!

    • @shadiversity
      @shadiversity  2 года назад +56

      Very excited to see your vid!

    • @xantishayde-walker4593
      @xantishayde-walker4593 2 года назад +14

      Dual wielding Greatswords? Whew! Watch out Shad, this guy might be at a higher level of Chad than you are! 😉

  • @theatre_kiddo5246
    @theatre_kiddo5246 2 года назад +2064

    You see, this is why I love shad. He gives his opinion, gives sources, and when people doubt him, he lets his actions speak louder than his words

    • @jamespruitt4756
      @jamespruitt4756 2 года назад +43

      is this the literal example of talk softly carry a big stick? :O he do got a big stick there 🤔

    • @ianswinford5570
      @ianswinford5570 2 года назад +31

      Speak softly and carry a longsword.

    • @petergoge2072
      @petergoge2072 2 года назад +5

      He's a real chad

    • @cantbelieveimdoingthis7550
      @cantbelieveimdoingthis7550 2 года назад +11

      His words are frickin infinite. I have to watch him at 2x speed to get through anything because he talks so damn much...

    • @DocPanda-dq3ks
      @DocPanda-dq3ks 2 года назад +9

      @@ianswinford5570 Speak softly and carry a Zweihänder :p

  • @robertminnie782
    @robertminnie782 2 года назад +343

    10:00
    I believe I've seen this exactly in Dark Souls II, actually. It was with the Drangleic Greatsword, I believe. The game's justification was that it required as much skill as it did strength to wield. It's not a colossal sword, but it had a nice moveset and was a generally good weapon, actually.

    • @YesB0B
      @YesB0B 2 года назад +33

      Hollowslayer from DS2/DS3 shared the same moveset as well.

    • @sirlenemodesto2665
      @sirlenemodesto2665 2 года назад +21

      There are some greatswords in the game that have pretty good animations where the blade always ends in a nice defencive position but only for light attacks, strong attacks have always been baseball bat swings. Exemple is the banished knight greatsword a favorite of mine in ER

    • @агенто
      @агенто 2 года назад +16

      Actually there is a few swords with that moveset, like banished knight sword and knight sword

    • @агенто
      @агенто 2 года назад +4

      @@sirlenemodesto2665 Banished knight greatsword have a best damage of all two-handed swords in quality build. (Only phys. damage, but with enchantments - yes, it's the best one)

    • @sirith9157
      @sirith9157 2 года назад +1

      @@YesB0B they didn't.
      Ds2 have only two hits.
      Ds3 have three hits, and goes like 1-2-3-2-3-2-3-2-3... And so on.

  • @toothlessthedragon5100
    @toothlessthedragon5100 2 года назад +708

    I want to see a game where when you start using a weapon, you character just flings it around randomly like an idiot, but as you use the weapon more and you character becomes more proficient and the animations change to become more trained and controlled and realistic.

    • @CommieExiles
      @CommieExiles 2 года назад +82

      This is a fantastic fucking idea

    • @xXCursedWorgenXx
      @xXCursedWorgenXx 2 года назад +52

      weapon mastery

    • @yellowsaurus4895
      @yellowsaurus4895 2 года назад +59

      There's a dungeon crawler called Exanima that kinda naturally plays that way because you use the mouse to control the arc of your swings. It has fully simulated physics too, so your attacks are also affected by things like the way you move your charcater during a swing and how the weapon is balanced (as in how its actually weighted, not damage numbers). In the beginning you'll mostly just be flailing your mouse around but it gets much more refined as you start to understand the game's systems

    • @mastermide77
      @mastermide77 2 года назад +50

      Gothic one and two do this. The more points you put in a skill the better you swing the sword and are even able to combo

    • @oskarkotala4405
      @oskarkotala4405 2 года назад +35

      check out kingdom come deliverence. They did something like that. At first player character have low stamina and swings swords slowly but when you get more proficient with certain weapon you are faster and can even combo your attacks into a finisher

  • @ultralord1156
    @ultralord1156 2 года назад +577

    Yeah I 100% agree. Even if your character has maxed out strength, you're still wielding a greatsword like it's a top heavy club. I think it might be cool if they included a feature where the sword was swung awkwardly until you were so many points (in strength or dexterity respectively) above the requirements to weird the weapon. I want my character to look like they know what they are doing and be badass because of it

    • @justtime6736
      @justtime6736 2 года назад +14

      Hell Fallout New Vegas had that back in 2010.

    • @basil_jackson
      @basil_jackson 2 года назад +23

      @@justtime6736 Gothic had it in 2001.

    • @Acesahn
      @Acesahn 2 года назад +9

      Edited: There I go, not finishing the video before typing again... but yea, the Knight Sword and Banished Knight Sword exist.

    • @deinbarenbruder6570
      @deinbarenbruder6570 2 года назад +4

      I'm really unhappy with how the Zweihänder is pronounced in this video. it's called Zweihänder and not sweihänder. (translation with google translator)

    • @LeafMaltieze
      @LeafMaltieze 2 года назад +11

      I was about to comment the same thing. It would be great if the Strength/Dexterity stats could affect the animations. Imagine if having 40 strength made the Great Sword Animations get slightly faster, and changed them to a more realistic/professional stance.

  • @marcusc9931
    @marcusc9931 2 года назад +126

    I love elden ring animations, but whenever a greatsword hits the ground and throws sparks, it gives me traumatic Forged in Fire strength test flashbacks.

    • @theodorealenas3171
      @theodorealenas3171 2 года назад

      Oh you got to do the training to get rid of that and feel the same satisfaction that I feel when they hit the ground. It's amazing when they hit the ground!
      There are some wolves that drag their chin on the ground before biting you and that feels badass

    • @kazzTrismus
      @kazzTrismus 2 года назад +3

      historically
      letting your weapon hit the ground would probably be grounds for extreme disciplinary actions. even with the big stuff...it aint cheap or easy to maintain!
      people would be trained at least somewhat and often passed down at least a generation or 2 if not more....especially if you survived
      theres no way poor form like this wouldnt be noticed and accounted for in training of anyone even working as a guard...there are/were other people standing around watching while others trained (waiting their turn or otherwise)
      i expect there were at least some groups who reached "ninja" levels of capability with the european arts to say otherwise would be to say nobody took it seriously which just isnt possible

  • @margitsshackle5021
    @margitsshackle5021 2 года назад +80

    Shad yet again you miss the obvious answer. The ground is magnetic, so when the swords hit the ground they are extra hard to pick up. That's why running and jumping with them on your shoulder is fine, but swinging them is hard. Hope this helps.

  • @TheRealAVE.
    @TheRealAVE. 2 года назад +39

    As an animator trying to improve to get into some game animation jobs, this is extremely helpful, thank you Shad.

  • @lunacorvus3585
    @lunacorvus3585 2 года назад +164

    Making the attacking animation more ‘realistic’ itself can make the moves look ‘cooler’ since movement in real martial arts almost always look more refined and precise. It makes the character who pulls out these moves look more like a seasoned fighter (which is exactly what many characters in fantasy game suppose to be) instead of some amateurs who have no idea what he is doing.

    • @Kelnx
      @Kelnx 2 года назад +16

      Your comment just gave me an idea. What if the lousy flailing animations were not as effective and left you more open to attack (as they would in real life), but that's how a character fights at a low level of training, and increasing skill and experience unlocks the better animations? That would be an interesting thing to put into a game. Instead of arbitrary "increased damage" or "hit rate" as a character levels up, your attacks and defense actually become physically better.
      If you think about it, that is realistically how a fighter of any kind improves in real life. More control, better technique, and giving less openings during combat.

    • @dragonshinobi8720
      @dragonshinobi8720 2 года назад +8

      @@Kelnx That would be absolutely amazing, I would just feel bad for the poor devs having to animate all of those movesets and subtle changes lol. If you look at the cutscenes in Sekiro though you actually can subtly see these improvements as the game progresses, mainly with how he draws his sword its really cool

    • @dangehret1349
      @dangehret1349 2 года назад +7

      Dark Souls/Elden Ring in-game characters are essentially (lore-wise) just random people who are thrown in a world where they know nothing. The peple they meet are using them for their own purposes, they have no mentor or training and have no expectation to succeed in their task. The idea is that you're taking on tasks that everyone before you has failed to achieve. Because they, just like you, are just untrained, random people thrown into the role by necessity of their world. It's not meant to be a medieval trained combat simulator, it's a series of trials you have no training to achieve and being required to learn how to solve them.

    • @malevolent7650
      @malevolent7650 2 года назад +8

      @@dangehret1349 I haven't played the game, so maybe I'm completely off. The problem I see with your argument is that if you are facing opponents who are trained and skilled in combat then your character had better learn those same skills to defeat them.
      There is a right and a wrong way to use a shovel. The more you use one, the better you become at it. Your movements become more efficient and less tiring, you learn different techniques to deal with hard soil vs loose, etc.
      The same would be true of a sword, though the stakes are obviously higher. Flailing around and expending unnecessary energy in wild swings would not only tire you out faster but it would expose you to attack. Any time your weapon is not between you and your opponent is a time in which they can strike you unopposed. A novice would be much better served by being too conservative: Don't swing unless you have a very good opening, keep your opponent at a distance, keep your weapon in front of you, etc.
      There's a right and wrong way to use any tool. The more you use it, the more skilled you become.

    • @baylego
      @baylego 2 года назад

      @@malevolent7650 you aren't even thinking on how hard and worthless balancing all that would be. Imagine having 3 types of movesets for the same weapon and how may weapons there are on a dark souls game. Besides the game forces the adapting part into to you not your character, you're the one that has to adapt to the weapons, to their timings, to their reach, also you mention that a novice stays back and attacks just when necessary and that's exactly what a new players does and a better player will 100% exploit that

  • @Hrorwulf
    @Hrorwulf 2 года назад +239

    Very good demonstrations.
    This is a good example of something we could use to animate a character in the game we're developing right now.

    • @Sonofsun.
      @Sonofsun. 2 года назад

      Don't worry, you still can do it just with the previous video

    • @Hrorwulf
      @Hrorwulf 2 года назад +2

      @@Sonofsun. it's the type of sword.
      This video has a longer sword, similar to the one we are working.

    • @Sonofsun.
      @Sonofsun. 2 года назад

      @@Hrorwulf hmk

  • @ironSpector
    @ironSpector 2 года назад +25

    13:38 So, funny thing about this! I haven't tested it in Elden Ring, but in its predecessor Dark Souls 3, that same backswing actually DOES strike opponents behind the attacker! A common strategy in that game is to "back stab fish", in other words, to run behind the opponent to strike at their rear for a critical hit. Mistiming such an attempt would end with you getting smacked by the backstroke!

  • @UXMetalVTuber
    @UXMetalVTuber 2 года назад +219

    I love and admire the way you always take things further by actively responding to speculation and claims with well thought out and detailed video explanation responses. Marvellous!

  • @theultimatemadman1126
    @theultimatemadman1126 2 года назад +313

    Yeah it’s really tough when you have a high level character who is supposedly a master of their arsenal and then they proceed to wield their weapons like toddlers. I think it would be awesome if your character started with the original animations and have them progress towards the more controlled animation over time as they level up and master combat.

    • @xegrathrally4389
      @xegrathrally4389 2 года назад +36

      Agreed! It would be so cool if like say 1-15 strength was that slamming it around default animation, then every 15 levels from there it changed and became more refined. It would also take away the whole required stat mechanic, instead you could just use whatever you wanted but it would just wield very poorly and have high telegraphing, maybe have a slight damage nerf until you could wield it effectively. This way weapons could could instead have a like a mastery level stat requirement. You can still use it but you would be the best at using with XXX strength, etc.

    • @riyadislam3441
      @riyadislam3441 2 года назад +4

      Yes.

    • @BlyssOblyvion
      @BlyssOblyvion 2 года назад

      this. aaaaall of this

    • @lolicongang.4974
      @lolicongang.4974 2 года назад

      @@nuclearsimian3281 yes just use it right

    • @syressx9098
      @syressx9098 2 года назад +6

      Gothic(1-2) is indeed the best game where is

  • @yaqubebased1961
    @yaqubebased1961 Год назад +19

    The great sword has never been done true justice despite being in practically every melee combat game

  • @ngaese
    @ngaese 2 года назад +293

    As a long time souls fan, I absolutely agree we didnt need such horrendous animations to achieve what they wanted. Any fan of Fromsoft knows that many of these moves were all carried over from previous games, some all the way back from demon's souls or DS1. Still i had hoped they would change some of these things but its pretty clear where most of their effort went. Great vids Shad i'd love to see where this goes

    • @1IGG
      @1IGG 2 года назад +8

      Yeah, animations are basically the same since at least a decade.

    • @TMTVL
      @TMTVL 2 года назад +10

      Yeah, and the improved GS swings he likes are tweaked versions from the swings in DS2.

    • @matthewbentley1236
      @matthewbentley1236 2 года назад +4

      Here's the thing why would they change them when from there perspective they've already perfected those animations.

    • @ngaese
      @ngaese 2 года назад +11

      To be honest they never seemed satisfied with their animations and thats a good thing. Every game seems to always tweak or add to their main weapon movesets, or like in DS2 added 2 greatswords that have a new light moveset altogether. Ultimately what we want is just cosmetic and its hard to justify that cost when your making something like Elden Ring, with new open world gameplay and like 100+ boss enemies, your going to reuse everything you can to save money and time. Already the new ashes of war system must have broken a few ppl, because now you can do things like put the katana double slash on to greatswords or stormblade on the great epee or whatever. Its just cosmetic changes are always on the bottom of their list and while id like that to change it's often justifiable.

    • @ToveriJuri
      @ToveriJuri 2 года назад +2

      Well at least Katana animations were updated.

  • @danielgooch5537
    @danielgooch5537 2 года назад +371

    Sorry if this has already been said, but it seems like a lot of the clunkier movesets are re-used assets from the older From Software games. The better animations seem to be mostly newer weapons.

    • @rastislavvassilev8157
      @rastislavvassilev8157 2 года назад +33

      Yeah, the banished knight greatsword shows this perfectly. When two handed, the animation shows both good technique and the weight of the weapon. It isn't the most realistic, but it is good enough. That is why I use it all the time.

    • @HSnake5
      @HSnake5 2 года назад +52

      People seem to like glossing over the fact that it's still using animations from as far back as Dark Souls 1. It's awful.

    • @ameritus9041
      @ameritus9041 2 года назад +30

      @@HSnake5 I don't know if I'd call it awful, but definitely lazy.

    • @Thanatos2996
      @Thanatos2996 2 года назад +76

      @@ameritus9041 or alternatively, you could say that they'd be taking a risk by overhauling the movesets for the old weapons. I don't think it was laziness so much as playing it safe, and I say that because a lot of weapons like the Zweihander don't have identical animations to their Dark Souls counterparts, but rather new animations that were created to handle very similarly to how they handled in Souls. I think they intentionally kept the mechanics of the preexisting weapons intact rather than overhauling them with more realistic movesets, and that it wasn't really to do with asset reuse.

    • @Knoloaify
      @Knoloaify 2 года назад +66

      @@HSnake5 Why change things if they still work? Elden Ring has a massive amount of content, reusing player animations allow them to make a bigger game with more of everything for less development time.

  • @littlesneets8026
    @littlesneets8026 2 года назад +22

    You know, if I'm ever going to write combat into a story with fictional weapons, I'd want Shadiversity and Skallagrim to coach me on how such weapons would work practically or so.
    Because man... I love their analysis of these things

    • @tonyfriendly4409
      @tonyfriendly4409 2 года назад +3

      Brandon Sanderson actually did consult Shad for Rhythm of War. I think it's pretty apparent where that consultation was applied, as there is a scene in the book where a POV character is packing for a trip and detailing the arsenal of weapons that he is bringing with him.

  • @paorousama
    @paorousama 2 года назад +53

    As a game dev i was exploring the idea of having trained and untrained versions of the same weapon. This is such a good visual reference for what i want to achieve! Thanks for this

    • @Numl0k
      @Numl0k 2 года назад +5

      Are you talking about whether the character has Proficiency in the weapon, like a D&D style stat system? If so, that's an AWESOME idea! I'm not sure if the average gamer would notice it, but those that do would really appreciate it!

    • @badrequest5596
      @badrequest5596 2 года назад

      @@Numl0k you can make it pretty obvious. it's very easy to miss the point when trying to use a sword if you have no idea of what you're doing and it's very noticeable. just make the animations even more obvious and clumsy at first and more refined with experience

  • @aarondubourg3706
    @aarondubourg3706 2 года назад +78

    Ultimately it comes down to what's fun, however realistic combat and fun combat don't have to be separate. Amateur and masterful techniques can also coexist as well, this could be a more natural way to gauge an enemy's level/threat over whether there numbers are higher than yours

    • @DisemboweII
      @DisemboweII 2 года назад +10

      I always thought a character's animations should change as they get proficient with a weapon.
      With firearms or melee weapons - any weapon, really - the character should go from wild swings and flails to quick, concise movements as they either level up the stat to use the weapon, or level up the weapon's proficiency instead.
      A lot of games already do this, where weapon proficiency increases various things such as damage, attack speed, reload speed, etc.; basically have this combined with subtle changes in animation, would look and feel great when your character uses their weapon like a professional.

    • @professorwho6315
      @professorwho6315 2 года назад +3

      This debate exists with FPSs as well. Some simply prefer "Arcade" gameplay.

    • @johnevergreen8019
      @johnevergreen8019 2 года назад +7

      There’s nothing fun about looking incompetent when you’re supposed to be a great and skilled warrior

    • @NihongoWakannai
      @NihongoWakannai 2 года назад +2

      @@DisemboweII changing a number for damage or attack speed is incredibly easy, having subtle animation changes for every single type of attack throughout your entire game is a MASSIVE amount of extra work to do.

    • @UnicornStorm
      @UnicornStorm 2 года назад

      @@johnevergreen8019 yeah, but not every protagonist is a great and skilled warrior. The tarnished seems to just pick up weapons and uses them how they imagine them to be used

  • @user-dj9iu2et3r
    @user-dj9iu2et3r 2 года назад +18

    I’m a hardcore FromSoftware fan and I have to say this is an amazing video - it’s awesome to get a pro’s critique on the weapon animations in the game.
    Of course, there’s nothing inherently “wrong” with FS’s choices of animations because they’re going for “visual flair” and “drama” more than anything… and the animations look DAMN cool to an untrained eye. There’s also the fact that animators have much more to consider than the “realism” of the swing of a sword. As another person commented, the “feel” during gameplay odds incredibly important. That said, I wouldn’t be mad if they incorporated some of these changes in future titles.
    I just had an interesting thought: what is FS made it so that the player character’s animations started off rough and “untrained” looking when you only have the bare minimum stats to use a particular weapon but then as you invest more points into those required stats, the avatar starts using more proficient-looking attacks?
    This would effectively double the number of animations required for each weapon category but I don’t think that’s a big deal considering the fact they’ve been using a lot of the same animations for a while now

  • @Zathren
    @Zathren 2 года назад +200

    Is it bad that I normally watch Shad's reactionary vids without seeing the original? Watching him dump on the comment section makes me smile.

    • @grandwizardnoticer8975
      @grandwizardnoticer8975 2 года назад +15

      My normal path is watching backwards through a string of vids to the original

    • @skankalank2000
      @skankalank2000 2 года назад +1

      I just watch the shad video cuz if he took you time to make it I know he's correct

    • @jackwriter1908
      @jackwriter1908 2 года назад

      I know what you mean, I enjoy watching him answering comments directly.
      Also I watch the answer videos first, since I can then after that watch the original to find out what people were talking about... It's fun, you should try it!

    • @theblackbaron4119
      @theblackbaron4119 2 года назад

      @@grandwizardnoticer8975 The old switcheroo.

  • @kevindenis9551
    @kevindenis9551 2 года назад +624

    Man, I don’t get why they can’t just have professional weapon masters do the animations like this. What Shad showed looked way way cooler and would work with the fast passed combat in Elden Ring. As it is, our characters look like total weaklings, no wonder everything kills us so much. It’s like the Tarnished weren’t properly trained in the arts of battle at all. Tarnished of no renown indeed.

    • @delvint9966
      @delvint9966 2 года назад +47

      If I had to guess I would sadly say its cost for hiring people with a wide array of weapon skills to be able to showcase stuff like that, which what shade is promoting would fix that for sure, or at least help. Maybe not as accurate as motion tracking suits. But honestly that would be close enough it would improve for anyone who used it. As I dont think it also comes down to if you dont know how, you just go with what you think could be close.

    • @delvint9966
      @delvint9966 2 года назад +18

      @@ChapterMasterADO The move sets are the same for male and female. So idk what your talking about. Plus when you move into superhuman strength to wield massive weapons. It would matter even less.

    • @Loser-jh3tq
      @Loser-jh3tq 2 года назад +24

      I get what you mean but are people seriously bitching about just because of a smal detail? Like the employees are already underpaid and you guys still expect more from them?

    • @rzgaming5678
      @rzgaming5678 2 года назад +8

      @@Loser-jh3tq It’s not that a lot of people are bitching we’ve seen these animations since dark souls, we just don’t feel like watching our swords dig into the ground and our characters look retarded when they swing, can be at least a tiny bit more structured. That’s really all it’s not that we’re going to quit playing because of it or anything lol

    • @delvint9966
      @delvint9966 2 года назад +14

      @@Loser-jh3tq I don't think your getting it at all, I love the game it's fun even if pvp isn't something I am good at. It's a truly beautiful game, the reason shad is saying this and I agree is they have shown proof they do care that weapons look accurate with some of them. The ones that do are honestly pure joy to use. I love duel weilding the scavengers curved blade. The moves are just satisfying. But I don't get that from some other weapons. Doesn't mean I don't like them cause I do. But I wish they felt better, if they didn't care at all I would think it would be a diffrent story but again it is shown they do

  • @lukescribner490
    @lukescribner490 2 года назад +146

    I love how the souls community adopted "git gud" and the theme of these games is that they've been getting harder and harder with their design, yet there are those who'll argue it shouldn't be more realistic and we need that much telegraphing. I for one welcome the new possibilities of challenge.

    • @adamreif7338
      @adamreif7338 2 года назад +30

      I mean untelegraphed attacks wouldn't be a challenge, they would just be unfair.

    • @andrewking6178
      @andrewking6178 2 года назад +15

      @@adamreif7338 I wouldn´t say "unfair". In HEMA the often reached goal is an untelegraphed attack. The only telegraphing being the time between when the weapon starts moving and when it hits you. But hey we yll understand monitor lag, internet lag and imput lag can influence the standard reaction time to the point it´s "unfair" in a way where the game becomes pay (patr manufacturers and providers) to win. So let´s keep telegraphing BUT don´t make telegraaphing a stupid useless slowass windup. Telegraphing could be done by slight changes of pose, leg movement or a change of stance. If we stop focusing on the weapon alone and instead focus on the whole figure then we can achive a lot more subtle and "professional" looking telegraphing that doesn´t look dumb but still furfills it´s purpouse.

    • @fate3071
      @fate3071 2 года назад +14

      Honestly going from dark souls to elden ring, the extra telegraphing made the game harder because I continuously dodge or parry too early. I'm used to faster attacks and find them more fun

    • @TheSoijohn
      @TheSoijohn 2 года назад +6

      @@adamreif7338 imo you could still take the new shad movesets and amplify a bit the timing and the visual cues of direction and achieve good playability

    • @Dinotk421
      @Dinotk421 2 года назад +5

      because its not just about telegraphing. Its also about timing and positioning. I don't like the use of the word telegraphing in this video. It focuses too much on one aspect of the combat. Knowing a move is coming is only so helpful if you don't know what move it is, how fast it will strike, and where it will strike. If I don't know what the tell means, I just know to get out of range, which effectively means they are also out of my range, unless I'm also ranged spec, and even then, they might be able to dodge out of the attack animation. There are plenty of games with shorter telegraphs that have easier combat. That's just that games pace. Elden's Rings combat pacing is different.

  • @Blues_Light
    @Blues_Light 2 года назад +429

    I used to be of the mindset that "as long as it looks cool, it doesn't matter that it's unrealistic" but as I get older, realistic has become my definition of "cool". Especially when it comes to fantasy based on real world aspects of medieval life. Which is quite a lot of fantasy.
    This goes for how people live their lives or accomplish everyday tasks and the like, not necessarily what inhabits the world, magic, etc.
    I know it's not for everyone but I hope more developers decide to go down this route, especially with easy to access sources.

    • @colinrobertson7580
      @colinrobertson7580 2 года назад +22

      I agree, grounding things in reality is how you demonstrate how fantastical something is within the context. If you don't know what to expect you can't have your expectations subverted because you don't have any; It makes everything boring if you don't have any sense for how difficult or special an event or action is.

    • @luketfer
      @luketfer 2 года назад +20

      See I'm the opposite, when I was younger I was the sort of asshole nerd that would complain about things "not being realistic" constantly. Now I'm just like "does it serve gameplay whilst also approaching realism enough for the setting?" "Yes, then IDGAF". Like Monster Hunter combat is incredibly unrealistic and I couldn't give a fuck what people say about oversized weapons and the like...

    • @theworstcatholic7247
      @theworstcatholic7247 2 года назад +15

      @@luketfer Thing is Monster Hunter isn't unrealistic for it's setting. They live in a world of superhuman hunters who fight super powered beasts that are generally powered by their insane biology. Hunters use the biology of the beasts against them as a 'sort of level up' instead of the normal exp system, while we have a few fantasy races like the cats or wyverians, most fantasies do, and we also have a couple of insane weapons(like my charge blade or the gunlance) but those are handwaved by being of the AC.
      To fight stupidly huge beasts one v one with the amount of strength hunters have, it's perfectly 'realistic' to the setting. And they flesh out that setting as much as they can without anime like powercreep or the like. I mean the Fatalis family has literally been the ceiling of power in the entire verse since the first game. Whereas most games would of made dozens of monsters above it bare minimum if it were other games with a progression system.
      Not MH though. Instead they just flesh out the lower tiers of creatures, because those weaker ones never stop being a threat. We never get to a point where "Rathalos" is a weakling that a five year old can kill or any rookie hunter in story wise. Just our power fantasy hunter.
      Most people don't want to see Superman using normal medieval weapons against others because they'd shatter like glass on his enemies. It's unrealistic to the setting itself. However other lower fantasy settings can work better to add in more realism to the combat. The higher the fantasy the less this is necessary as our weapons and styles become more and more obsolete. Like Monster Hunter for example.

    • @Moises-mj2yx
      @Moises-mj2yx 2 года назад +4

      @@luketfer nice, some times I have a similar perspective but personally, for the most I don't care as long the way the creators decide to portray things helps to the narrative (depending genre and stuff): they want non sense action? cool! make impossible and extravagant moves... they want a serious and gritty approach? ok then do It like that, perhaps a mix?
      I also think that is kind of absurd to expect certain things to be "realistic".

    • @seastilton7912
      @seastilton7912 2 года назад +10

      Not necessarily realistic (I love the flashy spins on the Star Wars Lightsabre fights) but just generally controlled, precise and skilled movements look and feel much better. Take Monster Hunter for example, the animations feel exact and graceful despite being quite slow. I want to see my character being a skilled badass not flailing around, realistic isn’t as important to me personally as just skilled

  • @luckwhisker
    @luckwhisker 2 года назад +1615

    I like your defense, Shad. But I think you missed an opportunity to make a very important point. The idea in video games that the major difference between larger weapons and smaller weapons is the "amount" of damage they do is a dumb idea. As is the notion that game "balance" is fundamentally a matter of trading off the amount of damage and the speed of striking. As long as heavy weapons do signficantly more damage than small weapons, then yes, you have to "balance" this by making heavy weapons also significantly SLOWER. But the fact that this "balance" has been a major trope in video and role-playing games for so long is really a great mistake. It is every bit as possible to kill someone outright with a single blow using a dagger as it is using a great sword. And to wield a great sword as quickly as a dagger. "Damage" is an abstraction anyway. But the fact of the matter is that the major advantage of larger weapons has very little to do with how capable they are of injuring someone, but rather the two major factors of 1) REACH and 2) ARMOR PENETRATION. In fact, as you and others have noted many times in your videos, a dagger can be an deadly weapon even against armor, but only by finding the gaps in it. But assuming you are at the right RANGE from your opponent, and neither opponent is wearing armor, there is absolutely NO REASON to consider a great sword as more likely to injure or kill than a dagger or a short sword. Why don't we throw away this whole idea that bigger weapons do significantly more damage and instead make most weapons do more or less the same "damage", while making armor penetration and range more of a factor in weapon choice?

    • @htcmlcrip
      @htcmlcrip 2 года назад +145

      Why don't we throw away idea of bigger does more damage?
      Because that's main visual clue for players to see what weapon to choose.
      I agree dumb idea but realise, game companies care for sales and most players won't be knowledgeable about how it would work in reality.
      So either bigger is better or more fancy looking is better (I can think of few FPS shooters who class weapons combat worthness aka how good it is, based on not size but how cool or how complex it looks).
      So I assume that's why we can't have realistic fight simulators.

    • @ZheinPasRoux
      @ZheinPasRoux 2 года назад +217

      Because of gameplay, because of fun, and because of expectations.
      Do you know what is "bullet drop" ? If you've played any battlefield with a sniper, you know what it is. And it works nothing like in real life. You don't experience any bullet drop at less than 200m, and scopes are usually calibrated to hit dead center at 500m. Yet take a sniper, any sniper, in any battlefield game (or any game really) and 20m away your bullet will start dropping as if you were shooting bottle corks.
      That's 100% unrealistic, yet, it's in nearly every game.
      Because that's what the players are expecting. Even if it's a shitty, totally unrealistic, and stupid mechanic, it's what players expect to find when they use a scope, they want this. They want to aim 50cm above the head of someone 20m away because they feel this is how it should be, because they find it "requires more skill", and ultimately, they find it more fun this way.
      Players find it more fun that a bigger weapon deals more damage, so it does. Players expect a bigger weapon to be slower, so it is. And game devs have to balance games around that. Of course you could make a game about weapon reach, where every hit instantly kills or disable, but who would play this game ? Would it be fun to play ? There was a fighting game like that in the late 90s, Bushido blade. Guessed what game sold more, Bushido Blade or Soul Calibur ?

    • @afkalmighty1557
      @afkalmighty1557 2 года назад +73

      That would require a restructuring of weapon categories and add another variable to the simple damage/speed dynamic which I imagine most developers wouldn't be too keen on. Plus the real world dynamic of a single dagger wound being able to prove fatal wouldn't mesh well with stat-based games.
      I like the idea though. Don't use your beefy two hand sword against the small nimble target because you're doing similar damage as the dagger and the target doesn't have enough defense to justify the armour penetration. So save your beefy two hander for the heavy meaty bois and pull out an arming sword for the speedy bois.
      Edit: forgot to add, most games have trouble managing/balancing reach difference between melee weapons adding more complications to applying realism.

    • @traitorous5626
      @traitorous5626 2 года назад +73

      This is a great idea for more niche games, but it doesn't work in mass market. Games are games, they're (usually) not meant to be realistic, and the idea of damage amounts is a core element to games. While this kind of thing would be cool to see, it completely disregards what video games are and how they're designed. Again, a cool idea for niche or specialized games, but a terrible one for mass market and especially terrible to attempt to become the new norm

    • @APioneerInTheSeaOfStars
      @APioneerInTheSeaOfStars 2 года назад +12

      Sweet spots should do more damage. Sweet spots as in both location of the enemy and striking point of the blade. A slash with the blade tip should apply less "damage" than the blade's sweet spot (2/3 the length of the sword). An example, anyone familiar with Super Smash Brothers Melee, Marth has a sweet spot on the blade where he does more damage than if he were to hit with the tip. An aside, Mordhau does the best at applying balance to weapons "speed" vs "damage", in dynamic ways. Some factors, speed of the swing/thrust, the victim's armor at that location (mail vs plate), blunt modifiers applied if strike, stab modifiers if thrust, etc.

  • @hoo7797
    @hoo7797 Год назад +3

    The way the zweihander clashes in the game looks like the Tarnished is just flinging it around, except in the backwards slash after the thrust. That one looks deliberate, like she noticed she didn't thud it on the ground and overswung even more

  • @alpinewolf7751
    @alpinewolf7751 2 года назад +72

    *Criticism incoming*
    *Shad proving his point in a clear, constructive and respectful way*
    That's why I love your channel!

    • @spitandfire
      @spitandfire 2 года назад +2

      And yet he builds himself into a rage on subjects and capitalised every letter of his video titles like hes yelling. I like him most of the time but he does exaggerate things sometimes.

    • @alpinewolf7751
      @alpinewolf7751 2 года назад +4

      @@spitandfire Not what I personally would call a rage. Passion for the subject imho, but I guess we all have our different pov.

    • @spitandfire
      @spitandfire 2 года назад +2

      @@alpinewolf7751 with this I refer to his video on weird history's armour video. He got himself incredibly worked up for that one. I know some of it is for effect. But it's like alex jones. Rage to make your point seem authoritative and correct.

  • @innegativeion
    @innegativeion 2 года назад +96

    So the thing is, animation in general, and gameplay animations in particular, have a lot more going on that just what you're proposing here. To use your first example to illustrate, there are a couple of reasons that the player leads with the shoulder, stands off balance, and over-swings. The first is simply good animation form. Animation is not about photo-accurate renderings of reality, conventions like follow-through, secondary action, staging, and exaggeration exist to accentuate the action, an over-reliance on realism runs the risk of undermining the verisimilitude of the thing, the sense that it is real. Staging, in particular, is pertinent. In animation, staging is the idea that action poses need to be readable. The simple staging test is to see if you can tell what the action is through the silhouette of your pose alone. In a 3D game, this needs to be the case from every angle, and especially from the default camera position. A lot of 'unnecessary' movement is helpful here.
    Anticipation and follow through in gameplay animation is not only essential for gameplay purposes, but also ironically grounds the player in their world, whereas more realistic animations often do not. This sort of feedback needs to be clear not just to pvp opponents but to the player. Audio-visual feedback, like say, a sword overswinging and hitting the ground with a loud *clank* is essential to good gamefeel. The common adage is that an animator's job is to make their work 'more real than the reality'. Most of your target audience is very very unlikely to be trained or even educated in historic combat practices. Fact is, real martial combat, to my understanding, is about *not* making unnecessary movement, and *not* being readable to your opponent. Good animation and especially good gameplay animation is precisely the opposite. Of course, any veteran designer or animator knows this, and I think there's very little risk that skilled artists would ever grind away the character of their work through an over-reliance on realism.
    Truly, the idea of the project is a commendable one. Reference material is immensely valuable to animators, even with all I've said. You can only exaggerate reality by understanding it. A large resource of compiled combat reference is a fantastic idea, it just really rubs me the way that the 'criticisms' of some game animation are being made, especially given the apparent lack of understanding on the subject, if that makes sense. You clearly know what you're talking about when it comes to historical weapons and their use, so you're plenty qualified to undertake this commendable project. Please understand, that the animators and designers that make the sort of gameplay animations you're railing against are also very qualified in their respective fields, and have thought about the many, many variables that go into gameplay animation, a lot longer than you have.

    • @StrangePerson69
      @StrangePerson69 2 года назад +24

      Nailed it. I used to be extremely critical of games having unrealistic animations and mechanics, but after having dabbled in game development and animation for a few years, I’ve done a full 180 on the subject. His arguments are understandable, but ultimately he isn’t an animator or a game developer.

    • @askiia8713
      @askiia8713 2 года назад +10

      You illustrate my thoughts exactly about this topic. The principles of animation is directly antithesis to realistic combat. Can you make a good game with it? Yeah, I mean there are many medieval combat games specifically with that niche like kingdom come. If you want that go play that instead. However I don't think it's worth forsaking the artistic visual combat style identity, power fantasy, and most importantly, *good gamefeel* just to cater to niche audiences such as medieval enthusiasts like me. When I play these games I know that they want to make me feel good when I swing a massive sword and slam it on the ground, it isn't about trying to depict realistic combat, it never was.

    • @thatrandomtsundere3476
      @thatrandomtsundere3476 2 года назад

      You really care this much lol I just play game brain go dumb big monster die. Anyway I just wanted to say and ask did you not have time to do anything else with the life you used to write that ? If not fair enough and of course your opinion is valid also I think he knows it doesn’t have to be exactly the same as irl he is simply saying they could.

    • @arden191
      @arden191 2 года назад +2

      That's my real criticism with this project as well, while having a good and easily accessible source to reference from would be very nice to have, in practice it's never so simple. Thank you for explaining this in a way I would have trouble doing.

    • @aiquangat8620
      @aiquangat8620 2 года назад

      Do animators think like this when they do Katanas too ?

  • @andrewsuttman2020
    @andrewsuttman2020 Год назад +10

    Overall I like this video, Shad. I'm studying to be a game animator right now, and I'm a huge fan of souls-games so heres my take:
    First off, awesome job with these moves. I really think that if fromsoft started with this as reference, the animations for Zwei and greatswords would be on point. They are clean, realistic, and have good weight to them. They really look incredibly souls-like. And I do agree that the original movesets are unrealistic and could be improved. However I think that if you removed too much weightyness from all of these animations you would lose the "soulsy" charm of swinging a big unrealistic fantasy weapon around. Its all about finding that sweet spot. For example, zweihander and regular greatswords should definitely be treated as a lighter weapon. UGS like guts' sword, though, are meant to seem fantastically heavy. It's one of the principals of animations to exaggerate and souls-games are known for their exaggerated weapons.
    Anyway I really do like your body-acting, again seriously awesome job. I tried to do an attack animation myself recently and it just went horribly wrong so I hope it's ok I use them as reference for a project!!

  • @warmachine40k
    @warmachine40k 2 года назад +84

    Good job Shad. I'm a game developer and I appreciate and approve this.

  • @joeltham
    @joeltham 2 года назад +139

    The side by side comparisons was a great idea and really proved your point you can just do slight modifications that achieve significant improvements. The single point that they're not striking the ground with each swing of the great sword is already a huge improvement! The only one I could forgive is the guts like sword where the weight and the thickness of the bevel looks like it could at least handle some of the wear and tear of smashing the earth repeatedly but the zweihander animation is currently immersion breaking.

    • @Constantine_Brooks
      @Constantine_Brooks 2 года назад +14

      I like how Shad looks scarier with the wood sword than the game character fully armed. Competence is shinier than steel, isn’t it?

    • @Nitram4392
      @Nitram4392 2 года назад +3

      I mean Gut's sword is basically a giant club with extra steps.

    • @Matt-dn5jc
      @Matt-dn5jc 2 года назад +6

      Funny enough, Guts has very good control over his sword in the manga. He is fairly good about not letting the weight pull him around and strike the ground and such..

    • @devforfun5618
      @devforfun5618 2 года назад +1

      i want more attacks to hit the ground, not less, it is already annoying to hit rats and slimes as it is

    • @ShaimingLong
      @ShaimingLong 2 года назад +2

      The description for Siegfried's weapon and style in Soul Calibur 6 does a good job of explaining how the obnoxiously over sized swords can be used with some finesse. Big old copy paste:
      "The giant two-handed sword used by this style both fortress and weapon. Slash follows slash as intricate stance shifts allow its user to compensate for the blade's weight-indeed, to use it to quickly transition to yet another block or strike, confounding an opponent and breaking their guard. When on the defensive, mighty blows made with all the wielder's spirit behind them are powerful enough to shatter boulders, and can instantly turn a losing battle into a triumphant victory.
      Though not naturally built to wield such a large sword Siegfried still chose the Zweihänder as his weapon of choice.
      You might be fooled into thinking the style required to swing this sword is all power, however, it’s actually quite subtle. The blade’s great weight can be used for both offense and defense, while slight changes in the wielder’s stance allow for giant moves with minimal movement.
      The strikes Siegfried employs are designed to crush more than cut, and can make mincemeat of armor. Those foolish enough to think they can seize victory if they get in close will likely find themselves swept up in a series of carefully-planned movements and strikes, all leading to the attacker’s inevitable demise. If you are unfortunate to find yourself hit directly by a blow from this sword, death is all but certain and immediate."
      I love that it actually sounds reasonable, even if it's pretty much impossible to pull off in a real world setting. I especially like how in that description they make a sane jab at the fact that he's a bit on the short side, and shouldn't be using a sword that's as long, if not longer than he is tall and is broader than his own head!

  • @bigmanfred8166
    @bigmanfred8166 2 года назад +38

    the problem with the more realistic animations is that they dont have the "umph" that would display "oh shit this must do A LOT of damege"

    • @albusnightspring8057
      @albusnightspring8057 2 года назад +20

      and then they do sligthly more damage than a dagger

    • @andrewreynolds4949
      @andrewreynolds4949 2 года назад +14

      It might tie into what demographics like these games, where big overemphasized movements look cool and powerful to some people. Other people like me think it looks dumb, but I’m not planning on buying the game anyway.

    • @andrewsuttman2020
      @andrewsuttman2020 Год назад +4

      Yes exaggeration is actually one of the principles of animation. You usually want to exaggerate the weight of objects so that it reads better on camera. Such is the difference between simulation and representation.

    • @Damienx247
      @Damienx247 Год назад +9

      That's simple to fix, change the reaction of the target hit. Colossal weapons can have realistic animations, and if the they hit, smaller opponents go flying.

    • @Damienx247
      @Damienx247 Год назад

      @@Lethargy514 I don't know why not, it's an important part of comics and animation.

  • @Praecantetia
    @Praecantetia 2 года назад +116

    This is wonderful! I know from doing art as a hobby that someone giving away free reference material online is a true hero. You shad, are even more of a hero because you have this wide arsenal of clothing and weapons that are true to history that you give detailed info on!

    • @0612rex
      @0612rex 2 года назад +3

      Someone should set up a website for medieval reference art and information. There's so many misconceptions and something directed at artists and game designers could be really helpful.

    • @Praecantetia
      @Praecantetia 2 года назад

      @@0612rex Or add it to the wiki

  • @randomusernameCallin
    @randomusernameCallin 2 года назад +12

    What I like about Shad is that he does not try to say it must be historical or fantasy but show how you can respect both.

  • @aperson9847
    @aperson9847 2 года назад +48

    I think it's actually a pretty significant detail that all of the weapon animations you like are for dexterity weapons, and the ones you dislike are for strength weapons. I don't think it was by accident that the dex weapons (a stat that actually was just called "skill" in Bloodborne) give the impression that the wielder is using sophisticated techniques while the strength weapons look like the wielder is bludgeoning someone to death with a clunky piece of iron. I imagine the Elden Ring devs wanted to make the two types of melee builds look and feel very distinct from each other. Of course the trope that some weapons only require brute strength and others only require skill and NO strength (cough bows cough) is just that--a trope--but it's more or less permanently cemented in the world of RPGs, so while it doesn't justify the sloppy looking animations, I think it's a better explanation than "you have to make them look bad because balance".

    • @marcosdheleno
      @marcosdheleno 2 года назад +3

      the banished knight greatsword is a str weapon. and its moveset(2-h) is pretty realistic.

    • @MrHungryforbeats
      @MrHungryforbeats 2 года назад

      Pretty sure you’re spot on

    • @tuluppampam
      @tuluppampam 2 года назад +2

      FYI irl bows require lots of strength
      they weigh a lot and you have to bend the bow to actually give strength to the arrow (it's not the string that gives force)

    • @aperson9847
      @aperson9847 2 года назад +2

      @@tuluppampam That's exactly what I was talking about. The RPG trope is that bows require "dexterity" but no strength, when in reality that isn't true at all. (Though I get that games change reality for the purpose of balance and I'm fine with that to an extent.)

  • @nonbisco
    @nonbisco 2 года назад +107

    I have to say, as a dark souls player, the way your "animations" come out geniuenly look very familiar and similar to dark souls animations, while looking more skilled and realistic, very cool.
    This... this gives me hope...

    • @Klausinator451
      @Klausinator451 2 года назад +10

      I always thought the animations in dark souls worked really well because you're playing as an undead hunk of beef jerky losing his soul, so you can't remember finer techniques due to hollowing. In the first gsme at least. The other two speed up a fair bit.

    • @manguy01
      @manguy01 2 года назад

      Utility is beautiful. I've always thought so. Deliberate purpose itself makes things cooler. It makes things look like they really exist rather than invented wholecloth. Sure there's a place for the bombastic and fantastic. But I've always preferred action to have limitations. Because only then can you push it to the limit.

    • @DaShikuXI
      @DaShikuXI 2 года назад +6

      @@Klausinator451 The problem is that with things like a katana, all of a sudden you are competent. Katanas, rapiers, scimitars and even some maces all get used pretty competently. But then other weapons are just wild random swings.

    • @DecaspearGamex
      @DecaspearGamex 2 года назад +1

      @@DaShikuXI Because those are Dex weapons (aside from the mace). Dexterity weapons have finer movesets because they're supposed to reflect a skillful user. This principle applies to all Souls games.

  • @lordcotillion846
    @lordcotillion846 2 года назад +26

    10:38 your swings are very high, there are already in-game problems with certain weapons not swinging low enough to hit certain enemies, or deal with terrain height differences, or crouching enemies in pvp. the elden ring character could be swinging closer to the ground for hit-box reasons. Likewise the Zweihander hitting behind the elden ring character on the last swing IS significant in gameplay for the same reason. hitboxes.

    • @zaney-boi9974
      @zaney-boi9974 2 года назад +3

      Exactly. A lot of these aren't taking account of the characters physical capabilities or the weight of the weapon being used. For example, I like that the Zwei has the 3rd attack drag the sword for a bit before swinging, because it shows that the sword still has weight. The representation is hard to see as "more realistic" because he's using a prop, which likely has much less weight than a full steel greatsword.

    • @thepieman69
      @thepieman69 2 года назад +9

      @@zaney-boi9974 okay but a zwiehander wasn’t as heavy as it is being shown in elden ring. In Elden ring and in all the other souls games the zwiehander is shown as unwieldy when in reality it weighed anywhere from 4.4 to 8.8 pounds.

    • @zaney-boi9974
      @zaney-boi9974 2 года назад +1

      @@thepieman69 Yes, but it's also decently long, being about 7 feet, or 84 inches, most likely making it more top-heavy.

    • @azrael_symphonyyt8153
      @azrael_symphonyyt8153 2 года назад +8

      @@zaney-boi9974 if the grip is properly weighted than the wieght is in the middle of the sword just above the Hilt.

    • @SheezyBites
      @SheezyBites 2 года назад +5

      @@zaney-boi9974 Yes a real zwei-hander is heavier, and that's why he would move it faster in real life since it has momentum, but he's using a wooden prop so he can move as slowly as it's needed for gameplay purposes.

  • @trathanstargazer6421
    @trathanstargazer6421 2 года назад +28

    For those arguing about him swinging high. I'm pretty damn sure he could just lower the swing a bit.

    • @adambielen8996
      @adambielen8996 2 года назад +1

      And regardless it is just an example of a different type of swing that accomplishes the same target profile.

    • @PrinceAlhorian
      @PrinceAlhorian 2 года назад +1

      Neck and head swings were actually trained in since that's where the armor was thinnest. So high swings were quite common.

    • @Runegrem
      @Runegrem 2 года назад +6

      High swings were certainly common, but historically you were often fighting someone of comparable height, and if you weren't you'd just adjust your aim. But if you have a limited animation budget you have to make attacks that work against all kinds of different enemies. So yes, the standard animation should be a bit lower, probably chest height at the highest. Overall I think Shad's moveset would work just fine with a little bit of polishing and fine-tuning. Nothing that Shad couldn't do himself if he wanted to.

    • @DJWeapon8
      @DJWeapon8 2 года назад +1

      Souls games already have a system where attack height is based on camera angle.
      If you're locked onto an enemy with similar height to yours, you actually attack *slightly downwards* because _the camera is pointing slightly downwards._
      So its really a non-issue.

    • @Runegrem
      @Runegrem 2 года назад

      @@DJWeapon8 Oh. That's kinda neat actually.

  • @DHTHORNE
    @DHTHORNE 2 года назад +44

    I wouldn't change elden ring, but I would love to see a game with max but reasonably fun realism in it. Kingdom Come was good, but I think we can even do better.

    • @dilen754
      @dilen754 2 года назад +3

      Well, I would.
      At least I would change the katana class to some "longsword/bastard sword" class and add several european and may be Chinese weapon there.

    • @ghosturiel
      @ghosturiel 2 года назад +1

      The combat in kingdom come is so fun once your trained up, But not sure how well that style of combat would translate into pvp.

    • @dilen754
      @dilen754 2 года назад +2

      @@ghosturiel very graceful katanas and rapiers movesets doesn't make pvp in souls and elden ring impossible.
      And there comes the "Hellish quart", so pretty soon we'll be able to see how well it can go.

    • @ashwynnnewkirk
      @ashwynnnewkirk 2 года назад +4

      Well, we tried!
      Fun fact: The hits taken in KCD are not calculated - they are mocapped too! One of our poor brave assistant teachers was there on the receiving end of all those techniques.

    • @peter_griffith522
      @peter_griffith522 2 года назад

      I would change the animations, the current ones are very boring and bland expect for some weapons.

  • @Green80x
    @Green80x 2 года назад +8

    I am seeing some idiotic comments claiming that it's just a fantasy game and so it doesn't have to be realistic. The thing is even fantasy has something we called physics and body mechanics. When we overswing weapons and do not have the proper posture we are unnecessarily wasting energy and not using energy efficiently, hence it may seem badass but it doesn't make a lot of sense expecially if the player character is skilled in using that particular weapon.
    Furthermore, why does the player character use the rapier/thrusting swords and katana properly and skillfully but for reason swings straights swords, greatswords or swords in general like an unskilled barbarian, there is a lack of consistency especially because swords are not as heavy as they appear. It perpetuates the myth that medieval european swords are crude, dull and heavy while katanas are so called more skilled and elegant which is disrespectful to European Medieval History that the game is clearly inspired by.
    To add to this point, why does the player character strike the ground with so much force that it would no doubt blunt their swords making it useless in terms of cutting his enemies, and doing this he can also damage and even break the sword and this breaks my sense of immersion.
    Thus, the logic that it's a fantasy game and therefore we do not need to use swords properly feels idiotic.

  • @TengrioftheCrimsonSky
    @TengrioftheCrimsonSky 2 года назад +45

    I'm at 4:50 and as one of the critics of the video before I'll say this before even seeing the new moveset. Thank you for compromising and my arguments were only that what you showed (the most likely things to be added due to being present as an example) were too effective and single human target oriented for an Elden Ring type game. Also in Street Fighter at least when I played you didn't parry so the telegraphed movement is kinda pointless there. But thank you Shad for the follow up even if you don't feel like you compromised this makes me happy to see.

    • @charlesqbanks
      @charlesqbanks 2 года назад +6

      You can parry in certain streetfighter games, but the speed of most attacks start ups are still around 7-12 frames per second, barely fast enough for most people to react to. This is why you need to practice, so people who think the speed or lack of speed in FromSoft games animations is for the sake of balance need to get gud at those games and then see what they have to say.

    • @ghosty918
      @ghosty918 2 года назад +3

      One of the most famous clips of Street Fighter is a pro parrying every single hit in a multi-hit super perfectly, since just blocking would have resulted in dying.
      The exact timing varies based on the game, but its usually about 1/30th of a second give or take a frame.

    • @Lethargy514
      @Lethargy514 2 года назад +2

      @@charlesqbanks That's comparing apples to oranges, though. Do you not realize that the online netcode for a fighting game is vastly different from the netcode for a game like Elden Ring? Of course Street Fighter can afford to have tight parry windows in an online setting, they're only two people fighting at a time in a singular two-dimensional arena. There's hardly as many resources being used compared to invading someone's world.

  • @kaizze8777
    @kaizze8777 2 года назад +16

    Giving reference material is great, as an artist I would personally love more references to allow my art to have more realistic grounds.
    For video games I feel concept artists and animators etc would benefit greatly from your reference idea

  • @herbertpocket8855
    @herbertpocket8855 2 года назад +39

    I love how Hellish Quart can literally use historical moves through Motion Capture, and it’s a fun and snappy experience.

    • @theodorealenas3171
      @theodorealenas3171 2 года назад

      Come on. If you think society likes it, you're delusional. Ask society their opinion and you'll see. There's a reason why games aren't made this way.

    • @fedyx1544
      @fedyx1544 2 года назад +12

      @@theodorealenas3171 ”we live in a society“

    • @PJDAltamirus0425
      @PJDAltamirus0425 2 года назад +1

      Bad example, it a one on one dueler sorta built the with fencing in mind. It conceptually an very unifacetted , simple game in terms of gameplay. RPGS are fuck tonne more multifaceted and usually have ton game play elements, this puts more stress on software more brutal design designs to meet deadlines. Something has got to give from a developing perspective if you want to have game done on that lacks glitches, etc.

    • @Lethargy514
      @Lethargy514 2 года назад +1

      It also has different priorities in mind when it comes to its animation. Hellish Quart works because you're fighting people and only people. I don't think people understand the vast array of enemies that the player tangos with in a FromSoft game. The ideal moveset for a weapon must be viable across all enemy sizes and be easy to read since the latency in those games can be a bitch due to how much that's gotta be rendered. It's nothing like online in a fighting game.

    • @wamken619
      @wamken619 2 года назад +3

      @@theodorealenas3171 I don't think Herbert is concerned about what society thinks. It's completely fine if a game satisfies only a niche group of gamers. There's already an abundance of games with generic sword-flailing animations.

  • @diamonddacc9662
    @diamonddacc9662 2 года назад +38

    I love these animations, specifically the spin over the head here at 14:55. It makes logical sense when you consider that Shad is arguing to make the changes to these animations from the standpoint of historical accuracy to combat that they would be so much more effective... well... IN COMBAT!
    But that overhead spin there would singlehandedly be so effective as an attack in Elden Ring that I do wish it was in the game. Think of how many people first of all would not see the first hit of the spin coming, and even if they did dodge it would probably get hit by the second attack dodging too early with the first!! Imagine a full 360 Artorias spin like that as a roll catching move! How awesome would that be?!
    Love the content as always Shad! Thank you for sharing your ideas with us!

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 2 года назад +1

      You would be surprised how easily that attack can be parried if it isn't a full charge double handed R2.
      More often than not... Multi Attack combos are prone to parries.

    • @TheNapster153
      @TheNapster153 2 года назад +2

      @@absolstoryoffiction6615 You can justify it as high risk, high reward move. Your screwed if they catch the input, but the same goes for them if they misread you.

    • @marschallblucher6197
      @marschallblucher6197 6 месяцев назад

      The first hit would probably have to be weaker to balance it out but yeah, like staggering your opponent to combo into that 2nd heavy hit.

  • @after9651
    @after9651 2 года назад +38

    Knight's and Banised Knight's Greatsword use a different animation/moveset on two handed R1(normal swing). I think this video would be more complete if you can give your opinion on this moveset, since at least for the laymen, they move more gracefully and seems lighter on the swing than other greatswords.

  • @Sir.Alonne
    @Sir.Alonne 2 года назад +21

    I was initially sceptical of your point of view but this video has put my doubts to rest.
    The more realistic greatsword animation also demonstrate that you could add a different animation set for light ultra greatswords with the same timing and keep the current ones for the more massive ultras because they already have two animation sets for greatswords so they could just do the same thing.
    And lastly: you mentioned that you didn't think that the moveset for the Knight's greatsword and banished Knight's flowed naturally, I think I can explain why this is. That animation set originates from dark souls 2 where they actually used motion capture for some of the attack animations. The original movesets in ds2 are significantly smoother and more similar to real greatsword patterns such as figueiredo's 16 simple rules for montante but for whatever reason (I can't remember and I may not be entirely correct) they no longer have access to the original animations. So they recreated them first in dark souls 3 then in elden ring. And with each new version they got further from the original movesets.

  • @maxjarvela4255
    @maxjarvela4255 2 года назад +6

    I've been an animator for a few years in the games industry and while I agree that the katana class is obviously a bit biased when it comes to how skillful the choreography looks, I think there's some misconceptions on what makes an animation good and bad. I don't think it's fair saying the animations are bad based on inaccuracy choreography-wise and I'll explain why.
    TLDR: if a game does not care about historichal accuracy, it's not important, has not been prioritized and should not be a large factor in judging the overall quality of the animations since it's largely contextual.
    Theres a big lack of understanding from the historical crowd when it comes to animation principles, notably exaggeration. It's one of if not the most important principle that often times work completely against making anything realistic or logical from a martial arts perspective.
    You have to understand that animators aren't prioritizing realistic movements, they are prioritizing exaggerated and clear movements that communicate as much as possible to the player. This often times translates into overswinging, flashy choreography, shit crashing into things and being way heavier than they'd normally be.
    This means that there's a very clear sacrifice of animation clarity when you prioritize realism, I know that the point of this video is to motivate that the sacrifice isn't as great as people would think but from my own animation perspective I think that they've largely done a spectacular job with that already.
    Edit: You could sum that up by saying that there's really not much wiggle room between realism and clarity. Elden rings anims are already at the edge of what's possible in terms of realism while still keeping animation clarity pretty high so going further in realism would compromise quality too much.
    How good animations are in a game largely comes down to how well they serve their purpose of communicating the underlying design ideas and how well they follow animation principles within the restrictions of the game. It's contextual and completely dependent on the vision of the product and the what the consumers find appealing.
    If the product at large does not care about historichal accuracy when it comes to choreography, other aspects are way more important. Like exaggerated weight, strong posing and moves that feel RELATABLE to the consumer. It's not about what's "right", it's about what's appealing and appropriate in it's context. Most people have no idea how real longsword swinging looks like but have seen cool samurais drawing katanas from the hilt for example.
    Now think about the combat mechanichs in this game, they lock you in an animation whenever you do an attack - seems pretty appropriate to exaggerate the character overswinging the crap out of that swing right? If the character would be balanced and effecient about it there'd be a gap in communication between the game-mechanics and how the character moves, because why would he/she NOT be able to move if it looks easy to do so. There's a clear intention behind why the animators went in the exaggerated direction.
    I think you can make an argument about consistency in the choreography between weapon classes and it's also cool to different moves but I often see this lack of perspective when it comes to understanding that the product might not be aim appeal to history buffs. This lack of perspective feels quite tonedeaf sometimes especially when there's an underlying quality judgement even though they're well made and really well implemented.
    Sure you can argue that more realistic animations would be more appropriate but you have to understand that people generally don't care as much about this as you do and because of that the product will most likely not be interested at all in compromizing animation clarity for that goal.
    Hope that makes sense, I can understand your perspective tho as I have some martial arts exp myself :)

    • @maxjarvela4255
      @maxjarvela4255 2 года назад

      You can describe it simply as this:
      most animators goal is to make animations that makes peoples brain go "nice" rather that actually be accurate/correct in the subject matter. Most people think animations that overexaggerate everything are more satisfying to look at than animations that are realistic/correct, sure there's a minority with the opinion that realistic stuff is more satisfying but they're dwarfed by the amount of consumers who actually matter for the product.
      Unfortunately there's also very little wiggle room in between exaggeration and realistic since they're largely opposites.

    • @azrael_symphonyyt8153
      @azrael_symphonyyt8153 2 года назад

      @@maxjarvela4255 The problem is, people aren't stupid. And people do care. We just know that to tell a developer to put in effort is like a asking a Gender Studies Major for actual creditable work.
      Everyone knows it takes effort to put in realism, it's far easier to be flashier than use fancy words to distract way the real problem.
      --
      Game development Priorities has been treating people like idiots
      You don't have to communicate to players by devolving principals, or Fundamentally reductionist.
      7:14 as shad points at, his form isn't perfect but he recognizes his own deficiencies, why can't you as a Game Developer do the same??
      Why is the PEOPLES FAULT "for not understanding how hard it is," we do. And that why if we are going to pay $50+ for a game we expect you to put in effort.

  • @farrex0
    @farrex0 2 года назад +51

    Now, I am not disagreeing with Shad, and I think the animations look quite ridiculous. But there is something very interesting that happened, where people absolutely despised rapiers in some Souls games. To the point there was this honor system in which you would be shunned for using one. What was the reason? The rapier animation had proper form, making it really hard to read and defend.

    • @DJWeapon8
      @DJWeapon8 2 года назад +12

      Make every weapon have as much proper form as possible.
      If every weapon is hard to read and defend easily, then nothing is.
      Now, that rapier is just a normal weapon.

    • @luelee6168
      @luelee6168 2 года назад +9

      Perhaps if the other weapons had proper form the rapier wouldn't be almost impossible to address. Just saying. That or git gud, as the saying goes.

    • @devforfun5618
      @devforfun5618 2 года назад +3

      @@luelee6168 the other weapons work against hordes of enemies, the rapier dont

    • @soneca798
      @soneca798 2 года назад +2

      It's because of pvp, rapiers have been consistently overpowered in a lot of the souls games, especially ds2 and 3, so when you saw someone with a rapier the likely reaction was to grunt in frustration due to the power and speed of the weapon in question. Absolute s tier

    • @luelee6168
      @luelee6168 2 года назад +2

      @@devforfun5618 We are talking about pvp after all.

  • @mithogui
    @mithogui 2 года назад +27

    I always used to prefer theses weapons that had a more refined, trained moveset. Never really thought about it too much before, but now I see it's simply because they look so much better!
    As always Shad is 100% correct, it would look much better if they were all like this.

  • @jesterbrown90
    @jesterbrown90 2 года назад +53

    13:37 i can only speak from a gamers perspective, but that backwards swing was actually surprisingly usefull in Dark Souls pvp. Quite a few people got smacked trying to go for a backstab, especially if you delay the swing a bit.

    • @a_wild_Kirillian
      @a_wild_Kirillian 2 года назад +4

      Well, that can be a prove for the point of the video. The character appears to be open for attacks too much because realistically they should be. Visually misguiding.

    • @ralcogaming7674
      @ralcogaming7674 2 года назад

      @@a_wild_Kirillian correct me if I'm wrong but the backwards swing in ds3 was only on UGS? Weapons so large you had to use your full body to support them, they're unrealistic by nature as no human could feasibly hold one, the greatsword is a prime example, even factoring In out super human strength we clearly aren't able to hold infinite weight so swinging she sword back up using our full body for momentum makes perfect sense in context of what the weapons are. That being said the misclassification of certain weapons has me ticked off.
      A bastard sword isn't a great sword, it's a 1 and 1/2 hander, zwiehanders are great swords with slightly longer blades but weight comparable to say a claymore (about 7-12 pounds depending on make) it was actually very feasible to swing a claymore 1 handed.
      Many weapons were misclassified and as a result got movesets that didn't work with the weapon and great swords typically working better 1 handed is just wrong. Why can I swing it faster with one less hand being used to swing it?

  • @Brotelho
    @Brotelho 2 года назад +14

    Sekiro, another From Software game, actually accomplishes reality while being a fantasy. The telegraphs in Sekiro are much more subtle and believable compared to Elden Ring and Dark Souls.

    • @lucascoval828
      @lucascoval828 2 года назад

      Tails of Iron did realistic combat.

    • @sounghungi
      @sounghungi 2 года назад +1

      You move insanely fast with a parry that is active frame 1. This is Apples to Oranges.

  • @PoisonedRedBerry
    @PoisonedRedBerry 2 года назад +9

    small note about the overswings with great words: because the hitboxes are so tight, if a enemy does a sideways sweeping attack as you finish certain swings, your character can actually get low enough to "dodge" the attack. it's really fun, and really nigh-impossible to time.

  • @Kitsunary
    @Kitsunary 2 года назад +27

    Even if people disagree, I think it's a great idea to have references for animators to draw upon to help make fighting look more believable. At the very least, not showing obvious openings to an opponent for no reason.

  • @crimsonspider3-T
    @crimsonspider3-T 2 года назад +5

    “Flailing around like a drunken ogre”
    My drunken ogre is offended 🤣

  • @Versiris
    @Versiris 2 года назад +6

    With all due respect, the animations in the game are not meant to be 1:1 realistic with real life. Animation fundamentals teach exaggeration and for good reason. Not only does it help the viewer understand what they're looking at (clarity purposes) but it creates much more dynamic poses and is overall a more pleasing visual experience, especially in a game that emphasizes epic battles, it makes sense to have epic posing and exaggerated attacks.

  • @An.Unsought.Thought
    @An.Unsought.Thought 2 года назад +106

    Alright, I definitely concede that these examples are definitely way better than the last video's examples. Ya gotta admit sometimes criticism or doubt can contribute to an overall better future video or further conversation. The side by side example does a great job proving that a more realistic form can be done without sacrificing speed/timing.
    Looking at it now, I think the lack of understanding of the European martial arts and how much the swords actually weigh, may have contributed to the bad form to begin with. If they think a sword is way heavier than it should be, it may cause someone to over-exert themselves and swing in long arcs that a normal person may fall over under the same weight.

    • @kakashiseto4056
      @kakashiseto4056 2 года назад +10

      I love seeing comments like this people who don't argue just for the sake of arguing ,it's a breath of fresh air

    • @Runegrem
      @Runegrem 2 года назад +10

      @@maxjgruber Yes, I've heard that too. I think it was rapier teachers, amongst others, who claimed that their own swords and techniques were far more precise and elegant than the medieval "heavy and blunt weapons and brutish techniques".

    • @shardinhand1243
      @shardinhand1243 2 года назад +2

      agreed the best content creaters take constructive critisisim in to better themselves, be they artist game dev, writer or youtuber.

    • @shardinhand1243
      @shardinhand1243 2 года назад +1

      us dark souls players are use to bettering our selves, we may start frail and slow but our souls shine brightly with a will to reach ever higher.

    • @norXmal
      @norXmal 2 года назад

      I assume it was theatrics that sparked it, probably spread over to film making or follow with.
      Where fancy 'swordplay' with acrobatics brought more attraction, this is just guess work from me.

  • @rathalomaniac6212
    @rathalomaniac6212 2 года назад +7

    This is why the Banished Knight Greatsword is one of my absolute favorite weapons in the game, because it uses a much more historically accurate German longsword-inspired moveset. The blade never really overswings and always returns to a position facing the opponent. It looks cool as heck, and functions slightly better than the normal greatsword moveset due to the wider swings. If only it had a thrusting R2...

  • @Greez1337
    @Greez1337 2 года назад +35

    Imagine enemies in Elden ring moving realistically instead of pivoting 90 degrees mid air and spazzing whilst sliding on the swing 10 times a second....Just wouldn't be a modern from soft game if the AI wasn't cheesing you. 😂

    • @mr.starly2423
      @mr.starly2423 2 года назад +1

      If they did develop better npcs I would raise my rating 8/10 to 8.5/10.

  • @sebastiang8634
    @sebastiang8634 2 года назад +69

    "They're not flailing around like a drunken ogre." I'm sorry, but Exanima still has some of the most realistic combat I've seen in a videogame. It's just that in the hands of the average person it's basically the drunken knife fighting simulator.

    • @Fenzle
      @Fenzle 2 года назад +6

      And I'm for sure the strongest drunk over there.

    • @warbandplaysAU9178
      @warbandplaysAU9178 2 года назад +3

      It's the best medieval fighting game Ive played. The swordplay only looks imprecise when Ur bad at it.
      It has realistic armor, weapons. So kool. I just play arena trying to get that gorgeous plate armor.

    • @myfavoriteviewer306
      @myfavoriteviewer306 2 года назад

      I just stumbled across that game earlier today for the first time. 😂

    • @mklzer0
      @mklzer0 2 года назад

      which would be accurate to real life I suppose
      it takes quite a bit of time to learn, but damn does it pay off

    • @drpibisback7680
      @drpibisback7680 2 года назад +1

      Statistically the majority of fights with bladed weapons are drunk knife fights, so that's just more accuracy.

  • @voidconcepts
    @voidconcepts Год назад +4

    I'm just passing by. . .but. . .I will say this. While he proves his point. . .it doesn't remotely convey the same context.
    What this would approximate to is people thinking the sword is bugged because the context of being prone in the wind up is not remotely present in your animation.
    When I look at the original the animation CLEARLY suggests that yes, you get big swings and big damage but you are 100% prone to being interrupted between those swings. I perceive the risk. That is not there in yours, at all. It looks like it'd be button mashing frustration inducing.
    I think the only thing your animation doesn't really conveys is the momentum of the sword. Letting it swing over and thud into the ground makes sense. Telegraphing from the shoulder does portray excessive weight BUT the whip that would be created when slinging a greatsword as hard as possible. . .You're not stopping in mid air. I think this is evident as you chose a lighter sword.
    The over swing isn't from the weight it's from the momentum. The over swing starts as soon as you drive the sword. In yours. . .the wind up and stop of the blade is pretty symmetrical. Which again visually would lead to frustration.
    If you're meant to be prone but don't LOOK prone and then you get interrupted....
    You end up with Forums looking like, "Plz fix gretsword", "Yeah man I love this game but, the greatsword is bugged", " GS Bugged fix please", "GS trash".
    I don't think mechanics is the problem at all. . .they don't remotely send the same message.

  • @Orciwan548
    @Orciwan548 2 года назад +61

    This is amazing shad i sincerely hope this reaches game companies. Realistic move sets look so much better than over exaggerated club swinging. Just look at Star Wars revenge of the sith vs rise of skywalker.

  • @taculo3231
    @taculo3231 2 года назад +29

    My goodness the perfomance on the suggested animations were actually sexy (from an execution perspective), it really makes me sad that there's no way to practice martial arts where i live... also i hope that the next instalment of Fromsoftware games can have something close to this, it would be lovely to play with these combos in an Soulslike game, thanks for the video Shad!

  • @gecho8848
    @gecho8848 2 года назад +3

    After about 80hrs playing with longswords and then using the zweihander towards the end of that 80hrs. I actually got so disheartened in feeling that my knight style character was an untrained buffoon swinging as wildly as he does that I have opted to start again with a different character and build. My new character started using 2 katanas and has now moved on to using the twinblade, neither of those 2 fighting styles really make any sense to me logically, but the animations feel intentional and like my character now reflects the skill needed to fell such great enemies.
    I feel this is a good example of how the animations should have some structure and feel like they are being executed well by a character with experience, and that doing so doesn't have to mean being 100% realistic. Just more intentional and grounded, even if its just grounded relative to the fictional world it exists in. Basically, don't force my trained knight character to feel like an ooga booga caveman swinging his big wooden club when he is actually wielding a skilful weapon.

    • @Lopeped-Cring
      @Lopeped-Cring 2 года назад +1

      Imagine complaining about animations in a souls game
      The souls games were made with world building, challenge and story in mind, not how good the graphics or animations are, so please don't drop an entire character because you were mildly pissy about some animations

    • @gecho8848
      @gecho8848 2 года назад

      @@Lopeped-Cring Fair, I happen to like roleplaying as pretty specific characters. So for me it is worth it to have a different character as I had already planned more anyway. Just a shame my initial one didn't feel as immersive as I wanted. I play the game differently to you and vice versa, that's fine.
      Elden ring is still one of the best games I have played. Pls don't try telling people what they can or can't complain about in regards to something thoroughly subjective. Imagine taking someone's minor complaint about an aspect of something and then extrapolating it out and assuming that complaint applies to the greater topic as a whole. That's a lot of assumptions you are making. Trust me I wouldn't have put 150hrs into the game if I didn't like it.

    • @Lopeped-Cring
      @Lopeped-Cring 2 года назад +2

      @@gecho8848 yeah agreed, I had just made my comment condescending as there has been many comments in this video that make elden ring to be bad or not immersive due to the animations not being HYPER REALISTIC 100% REAL or just meh in general and you sounded like one of them at first, that's my fault and I apologise for the condescendance.
      I understand where you are coming from to an extent. I personally dont really role-play much, especially in souls games because its clear that your character is supposed to be unskilled and so I just play as I usually play a.k.a whatever the hell i feel like at the time which seems to work well and allows me to enjoy it highly

    • @gecho8848
      @gecho8848 2 года назад

      @@Lopeped-CringFirst I just want to apologise for typing so much! Didn't intend to. Just an interesting topic to me haha.
      Yeah don't worry about it, It's easy to have this stuff happen over the internet. I generally don't bother reading comments too much, I find it is healthier to just share my opinion if I feel like it. And if someone wants to respond (like in this case) I like to have a proper interaction there. It's also worth remembering that this community is all about realism when it comes to this stuff. So its a very biased audience. I say that as a long time viewer.
      Also I do believe Shad has gotten a little too used to his audience praising him and he can come across rather arrogant in the way he frames his arguments/opinions. He is still great imo but I do think he could work on how he presents his arguments to avoid seeming arrogant. Or not since it's his channel and he can do what he wants, but still just a suggestion.
      Having said that I do think animations in games are important (even souls games) as they reflect your character/your characters journey. Imo the game shows a lot of skill and flourish in many weapons but then little to no skill in other weapons. I mean imagine just making the katana move sets like the basic short sword animations. Pretty sure there would be an outcry of criticism from everyone as it's a weapon often associated with highly skilled users and those animations wouldn't reflect the culture of that weapon. However the weapons currently wielded like big clumsy clubs also require highly skilled users and certainly do not represent the culture they existed in.
      Its just a disparity. I think in any game where the animation you start with is what you will have for the whole game. It should be at least moderately skilful looking to avoid feeling as though your characters progress in stats isn't reflected by their in world behaviour. Of course these things don't matter to everyone and that's totally fine. By the way what's your favourite weapon/build in the game so far?

    • @Lopeped-Cring
      @Lopeped-Cring 2 года назад +1

      @@gecho8848 seems you have brought great points, it seems you are very correct in all regards
      With the little bit I have played so far I particularly like the hook claws, uchigatana and vulgar militia saw, and my build is a jack of all trades. I dont really go for particular builds in games because I usually change my approach on every fight

  • @V3RTIGO222
    @V3RTIGO222 2 года назад +33

    The whole thing is there's a lot of old asset animation reuse in Elden Ring, and Miyazaki and his associated devs tend to see "large weapons" as being for skill-less brute who only have strength, which reflects in all strength based weapon descriptions.

    • @Knoloaify
      @Knoloaify 2 года назад +19

      No need to defend ER, this isn't an attack on the game. Shad is just taking this as an opportunity to do his part to try to fix a general trend in gaming by providing reference material.

    • @iota-09
      @iota-09 2 года назад +3

      But he literally showed the knight greatsword moveset(aka lucatiel moveset) which is much more realistic and sensible...
      As for the ultra/colossal weapons... Yeah, but then again, the zwei moveset has alrwady been changed, in ds1 the heavy attack used to be a downward swing that flattened enemies, here now it's a far more sensible even if still sort of unrealistic thrust with a vertical backswing follow-up.
      I doubt they ever had a chance to handle proper "colossal" weapons irl, but miyazaki and co definitely do at least *some* research or they wouldn't have changes the moveset of such an iconic weapon.
      Who knows, maybe in the dlc(if there'll be one) we'll see a colossal sword with a more refined moveset now that shad created these videos and movement... Though i doubt it, but that weapon class could do with some more moveset variety honestly (and far more so the axes and greataxes imho).

    • @V3RTIGO222
      @V3RTIGO222 2 года назад +4

      Oh noh, I'm not defending Elden Ring, I'm pointing out why exactly they don't understand how "strength" weapons actually work

    • @libertyprime6932
      @libertyprime6932 2 года назад +3

      To be fair to them, the overwhelming majority of people massively overestimate the weight of weapons and armor. How many times have we seen the "Knights can barely move" trope? Miyazaki definitely does a better job than many. But yeah, it would be really cool to see improvements :)

    • @rhett6946
      @rhett6946 2 года назад +1

      @@V3RTIGO222 the Greatsword type are actually quality weapons more often than not, they require a more even distribution of Str and Dex, and often get better scaling from dexterity infusions/ashes of war.
      I can see your point for literally any other Str based weapon like axes, clubs, and especially colossal weapons, but the Greatsword category is quality.

  • @myriad2878
    @myriad2878 2 года назад +15

    7:05 Shad's "battle face" is actually quite intimidating!

    • @IndieLambda
      @IndieLambda 2 года назад

      You can almost hear him scream at you with that open mouth. Not enough just having to deffend from these attacks? Ok, Let me pierce your ears as a bonus.

  • @PresidentOfBepis
    @PresidentOfBepis 2 года назад +30

    I play wretch, so I'm fine with him having shitty stances and attack styles since it wouldn't make much sense for him to be trained properly, but the other classes seem like people that should know how to properly fight. That being said, the "improper" fighting stances and techniques may come from living in a world where you aren't always fighting people and you may need a heavier swing to cut into a giant bear, minivan sized crab, dragon, or mutant chimera wizard man to do more than superficial damage. When the enemy's leg is bigger around than a full grown man, a 3 inch deep gash that may be lethal to the man might just barely get into the actual muscle layer of the monster, so a heavier blade or swing would be needed.

    • @APioneerInTheSeaOfStars
      @APioneerInTheSeaOfStars 2 года назад +15

      Bruce, the cut swings by Fiore or German Longsword do not cause "3 inch deep gashes", they can easily cut off limbs clean. I think you are straw-manning the point. If you look at proper sword technique, form/posture/stance, you actually get more power out of a swing than a drunken windup swing. The way you end your swing, all of your body's rotation and forward momentum should be pushing, driving the cut. Also, there is an actual stance where you are legs bent sword back above your head to do an overhead windup slash, its called zornhau. Don't imply that there aren't strong stances for strong moves. Watch the video on youtube Physics of the wrath - The Zornhau.

    • @tarkett8529
      @tarkett8529 2 года назад +3

      If you’re fighting a minivan sized crab or dragon etc you absolutely wouldn’t be using a longsword, dagger or one handed axe. You would be carrying halberds and spears for the extra leverage and distance (and absolutely a shield) no swinging a sword harder would help in those situations you would need more mass.

    • @PresidentOfBepis
      @PresidentOfBepis 2 года назад +4

      @@APioneerInTheSeaOfStars Don't accuse me of straw-manning if you don't know what straw-manning is, because I'm clearly not trying to misrepresent a situation to more easily win an argument as I'm not trying to win an argument at all. Hell, I'm not even arguing, just simply wondering if living in a world where fighting enemies that have skin as hard as steel or have limbs that can't be hacked through as easily as a normal person's limbs might cause "improper" techniques to become the norm. Your opponent isn't always a human, so using techniques completely designed IRL to fight humans might not be as effective against a dragon or fifteen armed centipede man that breathes poison acid or a bear the size of a small whale. It's not unreasonable to wonder if fighting creatures with tougher/thicker skin, thick chitinous plating, or that are just giants with massive limbs that wouldn't suffer the same damage as a human from the same blow might require more force, since applying more force along an edge would potentially deal more damage. Since a sword's mass isn't changing depending on the foe, acceleration would need to change, since force equals mass times acceleration, which can come from faster, improper swings. As for that gash sentence, you state that the sword slashes are meant to cut through limbs, which is true, but not relevant when I clearly inferred that the unnamed weapon dealt a 3 inch gash, not a full amputation, which is why I typed out 3 inch gash and not full amputation. A 3 inch gash to the neck may nearly decapitate a human, but when the giant you're fighting has a neck that's as big around as a barrel, a 3 inch gash is clearly not dealing the same damage. I also never implied that stronger stances don't exist, so stop straw-manning me.

    • @tommeakin1732
      @tommeakin1732 2 года назад +2

      Kind of adding to Pioneer's point; but there are examples of ways of generating what is arguably excessive force (for standard human vs human combat) in the treatises. To speak to a scenario where optimal force and precision is needed: I recall seeing a few images of executioners armed with longswords, (though I can't confirm if they were weighted differently than longswords intended for combat) and they were depicted primed in a zornhau-like stance as they prepared to take the cut. So even in that non-combat, take-all-the-time-you-need scenario they are taking a stance that's included in the treatises. Uncontrolled flailing will never be biomechanically efficient

    • @PresidentOfBepis
      @PresidentOfBepis 2 года назад +4

      @@tarkett8529 But, clearly, you can use a dagger in the game to kill a minivan crab, and swinging harder does deal more damage, so in what way would animating those weapons to use proper stances help with immersion or presentation when the game mechanics exist that nullify realism and allow those weapons to be used in the first place? Should power attacks be removed entirely if proper stances trump power attacking? What would be the point of a power attack if it's less powerful and more likely to deal glancing blows due to reduced accuracy? Should larger enemies completely nullify damage from smaller weapons? Wouldn't it be more immersion breaking to see a man use proper knife fighting skills, out of some 17th century European manual, in a world where Europe doesn't exist, that's meant to be used against a human, to somehow kill a dragon than to see a guy do some fantasy shenanigans dagger play to kill a dragon?

  • @feralhawg867
    @feralhawg867 2 года назад +32

    What I think could be really cool is if the game switches your animation based on what your character build is like. If it's specifically meant to be really good with swords, the animation would be like the one you proposed, but if the character is poorly trained, it uses the current animations.

    • @SandorBR
      @SandorBR 2 года назад +8

      Exactly!!!! The character feels like it doesn't know how to use the colossal sword properly or doesn't have enough strength to use it properly. If that was what they were aiming for, ok, but there should also have characters that do a more orthodox move set.

    • @NathanCassidy721
      @NathanCassidy721 2 года назад +3

      Yeah that is one of the things I like about Skyrim in which the more you practiced an action, the better you got at it.

    • @njalsand133
      @njalsand133 2 года назад +3

      After 60 strenght and still slamming the weapon around like when I only had 10

    • @visperad541
      @visperad541 2 года назад +4

      The problem with that is the amount of time and money it would cost. They're already having to code and animate all of these animations for every weapon in the game (more than every other past game). If they then had to recode and animate different movesets for every weapon for a "trained" trait, that would be insane. They don't have infinite time, there's some later game areas that are disappointingly a little empty, and I would rather them build the world more that making realistic movesets honestly.

    • @visperad541
      @visperad541 2 года назад +1

      @@NathanCassidy721 skyrim movesets don't change based on level, and I would argue that skyrim's animations are even worse

  • @pnutbteronbwlz9799
    @pnutbteronbwlz9799 2 года назад +7

    Super cool video, one reason though that the swords hit the ground kinda wildly is to cause something called roll catching. Weapons that hit the ground can deal damage through a roll more often. So heavy weapons get that advantage to help balance. I love what you are doing keep it up.
    I guess roll catching could still exist without hitting the ground, but then it would be less clear in pvp that the weapon has that effect. Not everything will be able to be implemented exactly and maintain game mechanics but I know you know that.
    Honestly though I love what you are doing and how specific you are being. Your examples look amazing!

  • @Matt-yp6ez
    @Matt-yp6ez 2 года назад +8

    Gameplay comes before realism in my book. I saw the previous video and there was some good ideas. If you can have both realism and gameplay that is good. I think there was something in the last video about random animations to make it less robotic I didn't like. You need to know what moveset you are making. Also the resting battle stance could cause issue when talking to npcs, and plus always being in a battle stance wouldn't look natural. Maybe if it played out only during combat. Also, shields being a passive simplifies combat. I like to be able to block, and parry with the shield. The animations themselves are a good idea though. Also going by this, dex builds could use bigger swords, which I like.

  • @daikilvirtav8469
    @daikilvirtav8469 2 года назад +22

    Great video, I don't get why game developers insist on making characters look like absolute noobs when swinging their weapons when there are actual living hema experts that can show them how these weapons are used in an effective manner.
    We also get too many animations where the move is just outright bad and is always avoided in favor of "better" movesets that actually hit enemies. If there's a move called dragon slayer dont just make it deal increased damage to dragons, actually show that it's specialized for hitting dragons weakspots in the game by making the animation good for that specific purpose.
    The giant hunt ash of war in elden ring kinda does this except it is an upward thrust and I think considering the way giants look in this game it'd probably be better to hack away at their ankles with a powerful cut but there was an attempt.

    • @pallingtontheshrike6374
      @pallingtontheshrike6374 2 года назад +2

      the back half basically requires stupid amounts of thinking and planning to make work
      not impossible, but that's passion project level stuff, not AAA 'make money fast & reliable' stuff

    • @RegalRoyalWasTaken
      @RegalRoyalWasTaken 2 года назад +1

      To be fair, in these games we are playing as characters who are both fighting constant uphill battles from the word go AND are entirely incapable of permanent death. They’re completely unincentivized to improve in terms of mechanical skill because they can just leech runes/souls off their fallen foes and brute force their way into becoming more powerful, which is the more optimal play. There’s no reason for them to become properly skilled warriors like Malenia, Radahn, Godfrey, etc.
      Kinda fucked up if you think about it.

  • @JustDj317
    @JustDj317 2 года назад +5

    I feel like it would be really cool if these proposed animations were only used once the player has exceeded the stat requirements for a weapon, to show one's refinement of technique as the weapon becomes easier to weild.

    • @kamicaxd3216
      @kamicaxd3216 Год назад +2

      This would make so much sense, too!
      First of all, you do less damage, now justified by the improper form.
      Second, you could still use specific weapon arts, just like ingame, because you technically have the "knowledge" for it.
      Third, i added this point cause three is a good, round number.

  • @Wakobear.
    @Wakobear. 2 года назад +15

    Please do a few videos on the castles and architecture of Elden Ring

    • @Zathren
      @Zathren 2 года назад +3

      Fingers crossed he sees the comment

  • @nichyatt7743
    @nichyatt7743 2 года назад +5

    I like the way the video presents your point. If we're being honest though, the game isnt meant to be historically accurate combat wise. It's a fantasy rpg. The over exaggerated wind ups and heavy swings connecting on whatever you're intending to slaughter is extremely pleasing haha. But, I get why someone with expertise in sword combat would find it unappealing. It's a game though.

  • @venicevilod4141
    @venicevilod4141 2 года назад +21

    Video games are an ever evolving field of creativity and people who get upset over these changes are just not aware that growth is needed in the industry to keep it fresh, immersive, satisfying, and truly engaging lol

    • @Usammityduzntafraidofanythin
      @Usammityduzntafraidofanythin 2 года назад

      Yes, it's like when people demand that all movies should be cowboy westerns forever and ever, because it's sold well in the past, and it's "what people want". The next hot actor will be the fourth John Wayne replacement in 100 years.

    • @jameshamaker9321
      @jameshamaker9321 2 года назад

      @@Usammityduzntafraidofanythin i have heard the argument, on that same regard for science fiction or romance movies, just because its sold well in the past, doesn't mean in the present that is the cast. one good example, love actually, as a romance movie more people want. i like options in movies, not just one thing.

  • @AbyssWatcher745
    @AbyssWatcher745 2 года назад +89

    Holy shit. Your moves actually do look cooler than the game's animations. Don't get me wrong it is a great game but it could be better.

  • @gwidao123
    @gwidao123 2 года назад +2

    In what you've shown, shad, I agree, being a game developer, the thing is, in games like elden ring where there are so many different weapon sizes for each type of weapons, where they use the same animations for the sake of saving time in development, if you make the character do a lighter, more accurately portrayed attack, with proper posture and all, then it'll look silly when he's using a huge unrealistic weapon of the same type instead too. Plus there's usually, as it is in elden rings case, a stylistic choice that might be priority over a realistic choice too, and these might change from weapon or fighting style to another even in the same game.
    So a decision has to be made at that point right? Do they have time to implement different animations in the development time frame, can this be a priority, will it need more work to be done? These must be decided early on in development planning and even then it might not be done for the sake of saving time and work efficiency depending on how the development goes it might get cut. That's just how and why these things happen when games get made. And I betcha this is what happened that led to the different animations for the same type of weapon in the example you showed with the greatswords

    • @jaydenlobbe7911
      @jaydenlobbe7911 2 года назад

      Not every weapon of the same type has the same move sets, for example look at the Halberds, there are 3 different Light Attack move sets and 2 Heavy Attack move sets
      So for all the ridiculously oversized weapons they certainly could use the move sets currently in-game, there's a precedent for different weapons of the same type using different move sets

  • @starsilverinfinity
    @starsilverinfinity 2 года назад +27

    This has the energy of someone going "If you think you know so much, do it yourself" in an argument and the other person actaully doing it

  • @vaclavchylik2468
    @vaclavchylik2468 2 года назад +13

    I feel like this whole notion of #medievalcombatreference is a really good way for shad to start doing shorts where he just shows one move set for a specific weapon, something like the kings and generals did where they post medival/ancient battlefield tactics used throughout history

  • @kasp7674
    @kasp7674 2 года назад +9

    I have to say that I just dont think that Shad's replacement animation looks better. The strikes in ER just looks much more powerful. All Shad's adjustments would make the attacks less satisfying to use.

    • @biterness2323
      @biterness2323 2 года назад +3

      Basically this. This is why realism doesn’t belong to a game like ER. Animation also has it’s own principles to visualize weight and impact that is why realism isn’t always preferred.

    • @albusnightspring8057
      @albusnightspring8057 2 года назад +1

      Fromsoft weapon animations are not satisfying to use. They are so boring, whenever you swing you are just waiting for the extremely long windup to end

    • @biterness2323
      @biterness2323 2 года назад

      @@albusnightspring8057 It is only a case with big slow weapons.

  • @astravelari
    @astravelari 2 года назад +12

    This was really well done with the side-by-side comparisons! We need more of these in the game dev community. 👍

  • @biscuittactician
    @biscuittactician 2 года назад +47

    10:45 its a small nitpick but for elden ring that particular swing seems fairly likely to swing over the heads of some enemies, especially with such variance that fantasy and uneven terrain brings. still functional and stylish, better than the game's offering but it is a thing to note. i like the first example better, personally. you're right about the zweihander and i do like your moves for it, both light sets and heavy, but for it being the only "real" example in the colossal sword category in a game with as many weapons as elden ring, it getting a whole new moveset would be a bit pricey for something people can very well dump early on for the more guts-ey swords. in something like bloodborne with a more restrained weapon pool id love to see something like that though. that said, enjoying this little series.

    • @Lewisking50
      @Lewisking50 2 года назад +4

      Yeah, it wouldn't hit rats or dogs. And that's actually where I used heavy attacks the most since more often than not I one-hitted them that way.

    • @atlas4733
      @atlas4733 2 года назад +9

      iirc some dark souls swipes and stabs angle themselves vertically to line up with your camera or lock on position

    • @biscuittactician
      @biscuittactician 2 года назад +2

      @@atlas4733 they do, true and i could see that one angling up or down. i still prefer the first set of GS heavies but the angling would help the one i timestamped

    • @ShadowAraun
      @ShadowAraun 2 года назад

      there are several weapons with entirely unique move sets, and may weapons with unique moves outright. honestly the Zweihander could have a unique moveset and a unique weapon art that more accurately portrays its style of fighting.

    • @DaShikuXI
      @DaShikuXI 2 года назад +2

      Well tbf he shows in the video how one of the greatswords has it's own moveset. Or like two of them or something. That would have been just as pricey. They clearly are not unwilling to do it.

  • @JadenDaJedi
    @JadenDaJedi 2 года назад +19

    I think there is definitely a time and place for realistic animations such as the ones you propose, especially in games which are based on that premise. However, I would argue it is not necessarily every game's goal to be realistic.
    Animation is art, and there are very many principles to making that art impactful and aesthetically pleasing; a lot of these principles can be in direct competition with realism and practicality. Principles like anticipation and follow-through can be exaggerated to give an animation more weight and impact, and those exaggerations might throw off a real user's balance or leave gaping holes in the guard. In more extreme cases (I would point to fighting games such as Guilty Gear and Skullgirls), animation can stretch, squash, smudge, and bend characters in physically impossible ways that look ridiculous if you examine them critically for realism, yet nonetheless, they convey more intensely the message that the artist wanted to get across. The animations can be wrong in technique or realism specifically in order to provide a significantly different feeling and aesthetic.
    I think it is completely reasonable to be irked by poor technique in animation, but that does not necessarily make it *bad animation* - I would say it just does not suit your tastes, and there is space for both art forms in order to appeal to different audiences and convey different messages as intended by the animator/artist themselves.

    • @endarion88172
      @endarion88172 2 года назад +5

      i think the point is that they don't have to be 100% realistic, but at least to look like the people using the sword know what they are doing, it is really immersion breaking when you want to play as an actual warrior but your character uses his sword like a caveman uses a club

    • @jpedro1800
      @jpedro1800 2 года назад

      underrated comment, not to mention that there is also the game feel factor, with the shad animations the sword looks way more light, which is more realistic, but would feel weird in a slow game, it also would feel less powerful, you can make it "slash" like sekiro animations do, but not heavy power.
      There is also posing and visualization, lot's of times, realistic posing are just not interesting and good to see what is going one, so exaggerations happens for the sake of clarity

  • @danstonbeauriz
    @danstonbeauriz 2 года назад +15

    this was really interesting and informative, i would love seeing these realistic stances and medieval combat positions applied in RPGs, moreover devloppers nowadays are crafty and innovative so i'm fairly sure there are plenty ways or tricks to use them without affecting the gameplay in any way like you explained and showcased in some of the exemples above

  • @ancientspark7984
    @ancientspark7984 2 года назад +79

    Counterpoint to counterpointing telegraphing: Telegraph requirements vary wildly between genres and interaction types. Telegraphs in 2D fighters (or more specifically, the follow-through) is not as necessary because you don't have to worry about side-to-side hitboxes and in netcode designed specifically for 1v1, hitstop is easier to incorporate so that people can register what's happening as it happens. So Street Fighter doesn't really work as an example.
    In a 3D fighter with lots of side-to-side movement (the most obvious being Soul Calibur), they often have to have very standardized rules to sort of get around the need for that much telegraphing. For example, in SC, there is specific start-up frames during sidesteps that will dodge *all* attacks that are considered Vertical by the game; regardless of hitbox, partially so that the minutia of whether a hitbox could or couldn't hit you during a sidestep doesn't have to be considered as much; it's much easier to tell if an attack is vertical or not (and SC still has quite a few janky interactions despite that).
    And honestly, it's not that fighting games won't do ridiculous telegraphs, it's that they often fundamentally can't. Fighting games often operate with moves that have anywhere from 20-25 frame startup, all the way down to 3 or even 1 frame startup. Why waste animation budget on telegraphs on moves *that* fast when the extra animation may not necessarily be relevant for gameplay? And there's only so much that they can slow the game down from that because frame data is extremely tight to allow for the kind of execution that they want to demand for setups (i.e., frame traps, combos, jailing, etc.).
    By contrast, action games have much less standardized rules so essentially, the hitboxes/animations have to mostly stand on their own as to whether something could or couldn't hit. Especially so when half the game is PvE, so some of the PvP rules have to bend to PvE considerations (For example, you might not need as much followthrough in PvP when facing 1v1 and you and your opponent are probably aligned naturally, but that's less true when fighting AI). That, and the moves get to be slower on principle because less gameplay mechanics are dependent on the minutia of frame counting there, so having big, stupid swings don't actually break gameplay, even if they break belief in animation.
    That said, that doesn't necessarily take away from the overall point that video game animations are Grade-A Stupid sometimes (especially Souls-likes) but the actual gameplay consequences of animation changes can have a lot of weird, nichey stuff that might not be obvious.

    • @BiggieBig_
      @BiggieBig_ 2 года назад +2

      I’m not gonna read all that but here’s a like for the effort of writing it all

    • @raptorcanfly3910
      @raptorcanfly3910 2 года назад +2

      This is exactly what I tought when I heard the SF argument !! But I wouldnt be able to explain as good as you ahah !

    • @tophatowl6724
      @tophatowl6724 2 года назад +4

      Bold of you to assume that fighting games get to have functioning net code :P

    • @Codyno
      @Codyno 2 года назад

      I’m interested in what you think about Chivalry 2 attack animations

    • @SkrabekZnajomek
      @SkrabekZnajomek 2 года назад +2

      Well I agree for the most part but i think awful net code made by from software(ironic) is not a reason for this but mainly design of gameplay.
      In real sword fight you have scarcely a time to think, but design of souls-like games dictates that player need time to think and memorize attack patterns. For this reason pve enemies need to be slow enough. But to not make player character look like god with super speed, keep the tactical side of fights and not trivialize them, they need to slow player character down. For example choosing wrong time to attack can end up in player receiving hit before his hit will land, attacking when opening window is closing is called "greed" in souls community and some bosses are designed to punish greedy players.