Yes, I know it's 2024 already and we're all excited about
the many upcoming game releases this year has to offer. However! Anticipation is no substitute
for follow-through, my friend. And I can't just let you stumble
into another release year without sufficient awareness of all of the great game animation
still to be found back there in 2023. Who knows how many
beautifully-animated games lie uncharted in your wake? Don't worry, I got you. I have been digging, and I am here to share the
fruits of
my reconnaissance. A list of games with the best
animation 2023 had to offer. Now, am I saying that this list is perfect? That no games were overlooked, and that my judgment of their quality is objectively correct? Yes. Now quit stalling
and hop in, let's GO I love seeing the craft of traditional animation
flourish anywhere, and 2023 was an unusually good year for 2D animation in games. Never in the five years I've been making these roundup videos have
I had such an abundance of high quality ca
ndidates to choose from. It warms the heart. Speaking of body parts, though... (I'm still warming up.
The segues will get better) allow me to roll out our first subject: The Many Pieces of Mr. Coo. ♪ [upbeat music] ♪ You don't see this kind of whimsical point-and-click adventure
game very often these days, and you almost never see them
with animation like this. Mr. Coo is a character created by Spanish animator Nacho Rodriguez, who's been working on assets
for this game since like 2012. And it s
hows! This game may not be long, but it is a feast for the eyes, with some of the most outlandish and entertaining hand-drawn
animation you will find in a video game. Gazing upon this imagery, you might find yourself asking, "what on earth is
happening in this game?" And I invite you to play
it yourself and find out because I don't wanna spoil it. And also because I don't
really know the answer myself. But if you are nostalgic for those
surreal, inscrutable adventure games that would have you
cl
icking all over a screen full of items just to
see what would happen, or if you just have a soft spot for classic cartoons drawn in a style that really doesn't happen much anymore, The Many Pieces of Mr.
Coo is a rare event that deserves celebration. But speaking of classic cartoons and only slightly better segues, let's talk about Disney's
Illusion Island. (bright music) If you were not already aware, Mickey Mouse cartoons have
suddenly become good again, and by "suddenly", I mean a decade ago.
Yes, these shorts began airing in 2013
and, if you haven't seen them, they are all available
on YouTube for free and you should really check them out. It is the look of these cartoons which Dlala Studios
appears to be channeling. And while I don't think
Illusion Island's animation quite matches the level of polish or slapstick appeal in
its source material, I do still love the way this game looks. The snappy timing, the
exaggerated overlap and posing, the distinct personality baked into each pl
ayable character's
version of every move. At the end of the day, any game starring
some of the most well-known and influential comedy cartoon characters in Western animation history
should be fun to look at. And the characters in this
game sure are fun to watch. But now I must advise you maybe sit down or hold onto something because the tone of the imagery on screen is about to take an extremely abrupt turn. Say hello to Cookie Cutter. ♪ (heavy metal music) ♪ As I record this, I am very excited
to see how I end up editing this footage
in a way which shows the game off while also keeping the video
even remotely monetizable. The punk rock energy in this
metroidvania is off the charts. And the over-the-top violence
and vulgarity contained within are probably not going to appeal
to everybody watching this, but Cookie Cutter's
animation is brimming with that irreverent enthusiasm. And the amount of style and detail
on display here is spectacular. It's not often a game has me thinking, "Boy,
I can't wait to frame
through that animation later" this frequently during play. My compliments to the
animators at Subcult Joint who appear to be having
entirely too much fun. Of course, great animation is not always about having high levels of detail, which brings me to my next subject. Now we have all seen games
which make clever use of limited animation
to give a bit more life and animated personality
to highly detailed, but otherwise static characters. We had some great examples of games
l
ike that this year in fact. But what I love about
this next one is the way it kind of does the opposite thing. For your consideration: Worldless. ♪ (mysterious music) ♪ The characters in this
beautifully-abstract game are very simple, built of
just a few disconnected lights and shapes floating in space. But the animation on these
nebulous forms, especially in combat, is not only gorgeous
but astonishingly easy to read. Just look at these attack combos... Notice how your character's body will
sta
rt to take a more solid physical form for maybe a few frames at a time, which helps to emphasize the poses
and the actions being implied. But even without that visible form, the carefully-sculpted arcs, spacing
and smears on each part of the body are still demonstrating the character's
physicality with such clarity that your brain has no
trouble filling in the gaps. This player character has less
defined form than a stick figure, and yet the body mechanics
and, more importantly, the emotion of t
heir animation
reads with perfect clarity. It is so impressive. Hey, I told you there was a lot of
good 2D game animation this year! And we are not moving
on to the next category until you have been
made sufficiently aware of Have a Nice Death. ♪ [cutely-spooky music] ♪ I just love the way everything
in this roguelike moves. The animation is snappy and
funny and full of personality, but also just relentlessly stylish, a perfect midpoint between
Nicktoon and Rayman. It can be difficult to
actuall
y soak that in when you're in the thick of
combat just trying to survive, but take a second to appreciate
how cool these attack animations look, those colorful smears on
every swipe of the scythe. And that's just one weapon! There are so many weapons in this game
and they all look equally cool. It's not every year we get a game
with such a distinct animation style, much less one that is so
consistently well-executed or so complimentary to
its game's art direction. I wish nothing but success
for
the folks at Magic Design Studios because no one else is making games
that look quite like this. They have clearly got
some kind of lightning captured in some sort
of bottle over there, and I need to see what else
they plan on doing with it. But all right,
we can move on now. And we should, because boy we've got
a lot of other games to talk about still. ♪ [upbeat music] ♪ To impress upon you just how
much good pixel animation is happening in a single
year of video games lately, let me just give
you a rapid-fire sampler of some 2023 highlights. There was the 8-bit
inspired look of Bat Boy. The 16-bit look of Gravity Circuit. There was Full Void evoking the feel of games like
Flashback and Out of This World. We got not one, not two, but
three Souls-y metroidvanias with lavishly detailed
character and environment art. The animation on these more
complexly-rendered characters in Blasphemous 2, The Last Faith and
9 Years of Shadows may be a little stiff, but the lush detail in all of
this i
magery is so gorgeous. But then there's also
games like Astral Ascent and The Mageseeker taking
the opposite approach, using simpler forms, but
more fluid, detailed motion. We had Octopath Traveler 2, Star Ocean: The Second Story R, Cassette Beasts and Bleak Sword DX all exploring the possibilities
of classic pixel art characters inhabiting a more three-dimensional space to varying degrees of success. We also got another beautiful
Advanced Wars influenced look from Wargroove 2. We got all of thi
s wonderful
environmental motion and boss enemy animation
in Sea of Stars. And I don't think any one
animation made me laugh quite as hard as dragging
your unconscious partner through the snow in Bread & Fred. But if I have to narrow
this extraordinary list of games down to the
ones which impressed me the absolute most (and I do), there's really only two games it could be. And one of them is,
without question, Pizza Tower. ♪ [upbeat music] ♪ Pizza Tower may not literally
contain more animation t
han the rest of 2023's games, but when you're playing it,
it sure does feel like the most animated game you have ever seen. This game's animation is superb, but not simply because it is wacky or because every move
contains so many handcrafted frames of animation. That is impressive, but you can animate something poorly
at a high frame count. Like, adding a dozen chaotic in-betweens to a bad animation is not
suddenly gonna make it good. As I have often said, good game animation achieves the needs
of both function and appeal. And this game obviously
has appeal in spades. It is wild and weird and
not a little unsettling, but what a fun game to look at! This poor goofball is really
going through it right now, and you feel that barely
controlled anxiety in every animation. But appeal cannot thrive without function. And you would think that this game
would suffer in that department with all of this chaotic energy and so many animation
rules and principles being thrown out the window
in the n
ame of comedy. But McPig clearly understands
animation fundamentals well enough to know exactly where
and how they can break rules to entertain without sacrificing
on the responsiveness or the clarity the player needs. I won't be surprised if we
see some other indie creators imitate this visual style in the future, but the level of animation skill
on display here has ensured that Pizza Tower is gonna
be a tough act to follow. There is one other 2023
game with pixel animation worthy of discussion
here, though, and one that I've not heard nearly
enough people talking about yet. In the event that you've not
heard of this one yourself, it is my great pleasure to
introduce you to SANABI. ♪ [upbeat 80s synth music] ♪ I was not prepared for
this sci-fi platformer out of South Korea to be
one of the best things I played in The Year
With All the Video Games. This character feels amazing to control, in part because of how
well their animation sells the physicality of their traversal, even at thi
s tiny size on screen. But the real star
of the show here is the animation in story scenes. These character sprites are drawn at such a small resolution, somewhere around 40 and 24
pixels tall respectively, and yet even with so
little detail to work with, the amount of expression and
surprisingly nuanced performance these animators get out of
these low resolution sprites is amazing. Between the clear differences in physicality between characters, the little gestures and intimate
interactions the
y share, the frighteningly sudden
bursts of violence between these augmented beings, and the way that action is rendered with such beautiful smears and impact, there is such a quiet confidence to the way this game stage
and animates its story that I almost never see in
pixel art games like this. Wonder Potion knocked
this out of the park, especially given it appears
to be the studio's first game, best I can tell. Keep an eye on this team. I have a feeling they're
gonna be a big deal. But all rig
ht, next category! ♪ [ heroic orchestral music] ♪ As usual, this year
brought us a fresh crop of very impressive-looking AAA games serving up naturalistic
3D in large quantities. Call of Duty continued to exhibit some of the most consistent animation
polish you will find anywhere, especially in their first
person weapon handling, which is... mm!
So fine-tuned. Diablo IV was yet another showcase of how bonkers good the
Blizzard cinematics team is. The annual crop of sports
titles brought yet anot
her round of iterative refinements
to what are already some of the most dauntingly complicated technical animation
systems in video games. Star Wars: Jedi Survivor brought
some more great lightsaber combat and some wonderfully sincere performances. And not just from the human characters! This Muppet will melt your heart. And then there was Lies of P, which not only managed a
legitimately impressive imitation of Fromsoft's signature
animation aesthetic, but more importantly, also achieved the fun
ctional
gameplay animation clarity that makes From's games so good. I know from experience
exactly how hard it is to produce naturalistic animation
at a high level of fidelity. I have seen how many
talented people it takes, how many years of slow work it requires
to deliver results like these. So all of these games represent
impressive animation accomplishments. But there were a handful that achieved something particularly challenging
or interesting this year, and one of them, surprising no one,
was Marvel's Spider-Man 2. ♪ [heroic upbeat music] ♪ If the folks at Insomniac are going
to keep delivering at such a high level, then I have no choice
but to continue applauding them, even if my hands are starting to hurt. I have praised impressive action spectacle in a lot of games over
the last five years, and I will do so again. But the look of Spider-Man action is a quite unique thing
when you think about it. It's all about quick, slippery agility. A character narrowly evading
death by con
torting himself around every hazard and flinging himself all
over the place at high speed. It is scrappy and desperate, but also playful and exhilarating. And this team has the
look of Spider-Man action honed to perfection. Their swinging system,
their combat system, the big setpiece moments
sprinkled throughout these encounters... It is hard to imagine a better-animated Spider-Man gameplay experience. The performances look great too, and it makes me so happy
seeing a character like Hailey in a
massive production like this. It's not just the existence of a deaf main character
performed by a deaf actor, but the amount of effort
so many people have clearly put into doing that character justice. I know exactly how time-consuming hands and fingers are to animate, especially when it comes
to intricate gestures. It's tedious! So I recognize the effort and care
that have been put into animating proper sign language in
conversations like these, and even animating characters
at varying ASL skil
l levels, and it just makes me happy. But hey, speaking of AAA studios
with a frighteningly-consistent track record of
showing up in these videos... Hello again, Capcom. I see you've brought a
Resident Evil 4 remake. You shouldn't have. Come on in, gimme your coat. ♪ [lively Spanish guitar music] ♪ Good naturalistic animation is not always
about making things realistic. No, even within the realm of "Realism", there is always lots of room for stylistic and tonal variation. And Resident Evil games
have their specific tone
so completely dialed in. There is just the right amount
of camp in the acting here. Whether that takes the form of
over-the-top scenery chewing or self-serious machismo, all of it is performed
with complete commitment and sincerity, no matter how absurd. It's not just the character performances
during cinematics, though. The gameplay animation is also striking
a similarly impressive tonal balance. The animation is grounded
in real human physicality, but in a more height
ened,
slightly video-gamey way. It's the spin kicks
and the wrestling moves your hero occasionally deploys. Or the way enemy hit reacts are cranked up
to almost arcade-y levels of exaggeration to better emphasize the
impact of bullet hits and lend more gameplay
clarity to the chaos. Capcom's animators have been
knocking it out of the park in all of their
big franchises lately, and I don't know how they're doing this
so consistently across multiple teams, but wow, it's fun to watch. And that's no
t even the
only AAA horror game with killer genre acting
animation this year, because there's also Alan Wake 2. ♪ [somber piano music] ♪ Remedy Entertainment is out
here pushing it to the limit, leaving it all on the field, giving 110% for the
chance to be Number One in a race no one else is competing in. I love them. Remedy has been experimenting with ways to integrate live-action
film into their game stories ever since 2016's Quantum Break. And the thing about trying to tell
stories that star
both live-action and digital versions of your characters is that you've gotta be confident
in your team's ability to replicate the subtleties of
those actors' performances in game. And this team is getting
real good at doing that. Like, I'm not saying that
you can't tell the CG and the live-action people apart. Of course you can. It's not like Remedy is being subtle
with a handoff between these two things, but I think it is telling how much the in-game
character performances don't feel like a no
ticeable downgrade. How the live action bits feel more like a playfully disorienting artistic choice than some lack of
confidence in the fidelity of their characters' digital incarnations. Every release since Quantum
Break has just felt more and more confident in technology,
in cinematography and artistry, and I have no idea what a better
version of this looks like, but I feel pretty certain that
Remedy is going to show us. Are these videos getting longer?
I feel like they're getting longer. Let
's talk about Mortal Kombat 1. ♪ [dramatic drums and orchestral music] ♪ The Mortal Kombat series has
a unique aesthetic challenge built in. You see, most of today's long-running fighting game franchises began life with either a traditional
2D pixel art look or full 3D graphics. But Mortal Kombat's
visual identity was built on digitized still images of live actors. It made Mortal Kombat
stand out in an arcade, but that unique look
also had its trade-offs. There was an uncanny, kind
of charming s
tiffness to the way Mortal Kombat fighters moved. The characters may have looked more
realistic than most fighting game sprites, but their awkward style of
motion absolutely did not. But that's okay, because while
this bizarre human stop motion isn't what I would call
"good animation" exactly, it was very distinct and memorable. Mortal Kombat would switch
to 3D graphics pretty quickly, but this look is still a core part
of the brand's visual identity. It's what a significant number
of people wil
l see in their head when they think "Mortal Kombat." And that presents an interesting challenge to someone creating
animation for a new entry. How do you improve upon the animation of these classic movesets
without stripping away everything that makes them recognizably unique? How do you make good animation that still evokes the clunky
animation it's based on? NetherRealm has spent the last
12 years figuring that out. And I think that this is their
most successful effort yet. And not even becaus
e of the elaborately
gory finishers and special moves, even just these basic
movesets on each character somehow have more natural body mechanics
than we saw in previous efforts, while also managing to evoke
the old clunky move sets more strongly. And that is astonishing. But NetherRealm has also
been getting real good at faces over the last decade. And the face performances
in these cinematics are easily some of the most appealing and expressive performance
capture results I saw all year. Now fr
om the sound of things, working at NetherRealm has not always been a pleasant experience in the past. And I don't know how conditions
are over there these days, but I sincerely hope
that things have improved because this team is
doing some stellar work, and they deserve to work
at the sort of place that strives to deserve them. But speaking of M-rated games
and over-the-top violence, I think it's also worth
mentioning Final Fantasy XVI. ♪ [gentle guitar music] ♪ This game pushes the franchise's
animation quality forward in both very loud and very quiet ways. Final Fantasy games are not always great at nuanced character acting animation. And this entry does have
shortcomings there too, especially in the side quests
and the optional conversations. But overall, this game is
going for a less melodramatic or caricatured style of acting performance than you often see on
Final Fantasy characters. And I really like the results. There are some touching
moments of human emotion and connection in
these scenes that make the drama hit all of the harder. And then, once the combat kicks in, Final Fantasy XVI serves up some of the most over-the-top
animated spectacle you are going to find
in any of these games. These battles are absurd, an almost overwhelming fireworks display of shounen battle anime action and some of the flashiest
effects animation I have ever seen. Even in the regular
battles down on the ground with the normies, this combat
animation looks so good. I understand that some
folks from both the Kingdom
Hearts and Platinum teams provided some help with
this game's development, and I have to assume that they contributed some of their expertise
to Clive's move set, because this is some
of the coolest-looking character action ballet to be had. It is going to be some time before I reach this entry
in my slowly ongoing Final Fantasy animation retrospective, but I look forward to that day because there is a lot to dig into. But before we move on to our
final category, I ha
ve one, well, two honorable mentions to add. Because something unusual and fascinating happened
in game animation in 2023. So if you will indulge me, let's take a minute to
appreciate Cyberpunk 2077 and Baldur's Gate 3. Both of these RPGs finally reached a more completed form in 2023. Both of them are massive, and both of them had to find a solution to the classic massive RPG problem: how do you animate all of
these lengthy dialogue scenes with branching conversations and dozens of hours of reco
rded dialogue involving hundreds of characters and actually make it look good? I have talked about it before, but this is a very
challenging problem to solve, especially in the AAA world where impressive visuals
are usually supposed to be one of your main selling points. Even in this same year, there were otherwise impressive-looking big budget games struggling
with this particular challenge. I should probably make a video
covering this in more detail, but I am so delighted by the fact that both
of these games
overcame this challenge using completely different approaches. One team created one of the most robust dialogue animation
systems ever built (again), and the other said: "Screw it, we're putting a mocap suit
in the recording booth." And both approaches succeed
with flying colors in different ways that suit the experience each
game is trying to deliver. It is so cool! But I will be good and save that for another
video sometime else. We've still got a whole
category to talk about.
♪ [upbeat hip-hop music] ♪ I know it probably doesn't seem like it, but I am actually trying to keep these year-end lists
narrowed down somewhat. There's just so many good ones! Like, this year we got a very different kind of Bayonetta game
that was smaller in scope, but still full of personality and charm. We got another Capcom victory
lap with Street Fighter 6. I find the slightly
more exaggerated posing in the movesets of the previous entry a little more appealing, personally. But regardless,
the
animation here is fantastic, and these paint splash
effects look so cool. We got another batch of great
looking 3D anime cinematics and special attacks from
miHoYo in Honkai Star Rail. Arc System Works showed off some more with Granblue Fantasy Versus: Rising. We got not one, but two new Sonic games with smaller scope and solid animation. Good for you, buddy.
Proud of you. And while I do have some nitpicks about the cinematic animation
in Tears of the Kingdom, and maybe I'll make a video
ab
out that sometime too, the gameplay animation is so solid and the characters in this world
are portrayed with so much charm. It's real hard narrowing down a list
with this many amazing candidates is what I'm saying. But of course, some games were
definitely without a doubt going to show up in this video, and one of them was Hi-Fi Rush. ♪ [upbeat rock music] ♪ It's really easy to make
the mistake of assuming that a studio who's
become known for making one kind of game is only equipped to make tha
t one kind of game. I would not have guessed that the folks behind The Evil Within
had this game in them too. But Hi-Fi Rush is so
cohesive and confident, you'd think they've been making
games like this for years. I love everything about
the animation in this. The rhythm-driven combat move set, the animated elements in
all of these environments that are all moving in time to the beat, the way that everything Chai does, even just running or standing in place, is still grooving to the music, empha
sizing rhythm at every moment. It's kind of wild how rare
this cel-shaded comic book aesthetic and stylized
animation look are in games because the appeal levels
are off the charts. And I really love their use of
Spider-verse style held frames to reinforce that 2D aesthetic, not just because it lends the motion that snappy "hand-animated
on 2s and 3s" feel, but also because it allows them to swap between 2D and 3D
cutscenes almost invisibly. But you know what impresses
me most about this? The ch
aracter animation
is actually contributing to this game's comedy. And I don't just mean the slapstick gags, even though they are very good. I mean the character performances too. Just like delivering a joke in real life, it is very easy to animate
the delivery of a funny line in a way that makes the
comedy fall completely flat. But these animated
performances are not only nailing the comedic delivery, but doing so in a language that's probably not fluently spoken by the majority of the people
in
this Japanese studio. Huge congrats to everybody
at Tango Softworks. Game development is always a challenging, often exhausting process, but it's hard not to feel the creative joy
that went into making this, and I'm so happy it exists. But speaking of games thriving on intentionally
limited frame rates, I wanna talk about Pseudoregalia. ♪ [gentle retro game music] ♪ This retro-inspired metroidvania may be a tiny indie project, and it does have its rough edges, but there are not a lot of 3D
plat
formers with characters that feel quite this good to control. Good game feel can be
such a difficult thing to analyze and put to words because it involves the combined
work of several disciplines, coordinating in ways which are
often invisible to the player. There's all of the carefully
tuned logic under the hood that determines how quickly
your character will accelerate when you move the stick,
how sharply they can turn, the arc of their jump, and exactly how much or little control you have ove
r your trajectory
once you're in midair. But then on top of that,
there's the character animation providing the visual
feedback for your inputs. And when that control logic and visual feedback are
coordinating just right, it can make that
character feel almost like an in-game extension of yourself, going exactly where you want them to. Now the characters and the
enemies in this game are all imitating that relatively
low frame rate look of the N64 games which
inspired this aesthetic. And I would
expect that to impact
game feel in a negative way. I mean, your character's animation is only being updated every third frame. You are getting less
visual information, right? And in some cases, that is true. Attack animations are a little muddy, and enemy move sets can
be a lot harder to read and react to than I think
they probably should be. But in terms of how your
main character controls, the held frames have almost
no negative impact on play. And I think that's for
a couple of reasons. One,
even if your character's pose
updates every third frame, your location in the world
is updating on every frame. So your current position and trajectory through the
environment is always clear. And two, the posing on these
animations is really strong. So even though each frame is
being held three times longer, the posing on those frames
is dynamic and clear. And what's more, the
limited frame rate actually makes your character's
motion feel even more snappy. That's the benefit of
held frames like
this. It emphasizes those extended micro moments and sharpens the contrast between them. It's so cool seeing games like this which evoke the limitations
of retro hardware, while also improving upon and polishing the gameplay
experiences that inspired them. But at last, only one 2023
game remains to be celebrated. And, again, to the surprise
of absolutely no one, that game is Super Mario Bros Wonder. ♪ [bright music] ♪ One of the bigger
challenges when animating a cartoon character in 3D is figu
ring out how to match the appeal of a 2D drawing. A traditional animator can easily adapt and exaggerate a character's
form to emphasize motion or enhance their visual
appeal from any angle. They just have to draw it differently. Giving a 3D mesh that kind
of malleability is possible, but much more complicated. Have you ever seen those clips showing how you have to morph and distort a 3D anime character's
face in order to imitate that familiar hand-drawn anime
look from multiple angles? That is
exactly the kind
of thing I'm talking about, and it's not always feasible,
especially in games. But cheating your 3D character's shape and posing to camera like this can make a huge difference
in how appealing they look. 3D film animators are
doing this all the time. Now, side-scrolling Mario platformers have been using 3D
character models for years. And the animation in
those games has been good, but despite always having this conveniently locked camera angle, Mario Wonder is the first time tha
t Nintendo's really
tried to make 3D Mario look and move more like a 2D drawing, distorting his shape
and cheating his poses and fighting against
everything the 3D rigs and models are trying to
give them by default in order to make this character look
as appealing as possible to the only camera angle
that actually matters. Have you seen what the model
for this version of Mario looks like? Look at this thing! Look what they have to
do to achieve this look. Look at the pre-sculpted
variant hands a
nd eyes and mouth shapes, and the
third detached foot they need to achieve this cartoony run effect. But the result looks incredible. These character personalities shine
with so much more vibrancy, and their animation reads with
so much more visual clarity. Here's a fun exercise: take footage from any
New Super Mario Bros game, put it side by side with some footage
from Super Mario Bros Wonder, pause both of them at random times and compare how the characters
look in each still image. Pretty muc
h every time, the pose you see in Wonder is going to look more
intentionally-crafted. Because it was!
Painstakingly. Between this and Mario Odyssey, the animation in Mario
games has never been better. And if you want to see
someone go into this one with a bit more depth, one of the other Dans on YouTube
who talks about game animation already made a deep dive video. I will link to it down below. Man, what an amazing year
full of video games, huh? Of course, some of the people whose work I've been
praising here today have probably been laid off over the last year and a half. Or had the miserable experience of seeing a bunch of
coworkers and friends laid off around them.
And that sucks. Maybe one of those people is
even watching this right now. And if that's you, if
you were one of those hit by the seemingly endless
layoffs that have been sweeping through this industry lately? I'm really sorry that happened.
And it's not fair. But just know that it was
not any fault of yours, and I really
hope you land
someplace that deserves you. But I think you are
now adequately prepared to withstand the barrage of high quality animation
2024 is about to bring. Now, I have already
established that this list of games was complete and without flaw, but if you still feel that the animation
in some other 2023 game was unfairly overlooked, you may file your complaints
in the comment section below. Or better yet: make your own
video and get off my case! But thank you very much for watching. I hope
your 2024 is going smoothly so far, and I will see you again soon to talk about some more
very good game animation. Until then! ♪ [chill electronic music] ♪
Comments
“Anticipation is no substitute for follow-through” Is… is that an animation joke too?
Every time you do one of these my backlog grows by 5-10 games and it's already so big please Dan
I DID THE ANIMATION ON BATBOY TY FOR THE SHOUTOUT AAA
“Screw it, we’re putting a mo-cap suit in the recording booth.” Leave it to the D&D game to circumvent the problem with an ingenious solution no-one expects. Bet the DM was furious.
I love how you edited a lot of the Hi-Fi rush segment to the beat. Excellent detail.
Dan I hate to be pedantic, but have a nice death is more cartoon network animation, while pizza tower is DEFINATELY a nick toon.
“Anticipation is no substitute for follow through”. We’re not even 15 seconds in, you can’t just drop jokes that clever without letting us prepare
I have legitimately become so much more excited for this annual video than any other award show
"Human stop motion" is a great descriptor for Mortal Kombat.
While not an animator, my girlfriend worked at Toys for Bob and worked on Crash Team Rumble. She was laid off and seeing the footage from that (I think it was the happy meal ad?) from that game brings up some very bittersweet emotions as it's been a bit of a challenging time for us. I greatly appreciate you meantioning the layoffs in your video there's a lot of people really suffering right now from it and there's a lot of value just having them feel seen right now <3 *edit: the footage from the video is from the game’s trailer, the happy meal ad was different. But if you want some more great stylized 3D animation give that happy meal ad a look! The animators at TFB were top notch!
Love how the peppino sprite they used in the thumbnail is literally him in the verge of screaming from the top of his lung
Literally the first SECOND I saw hi fi rush I thought “this is going to be in the play frame best animation of the year list”. And now here we are!
Yes these Game Animation Videos are getting longer and longer. And I'm not complaining at all! These are always such a delight to watch!!! I love the effort you put into those! Not only the visuals, but also adding the soundtracks from the videogames you talk about and the funny jokes and transitions in your script.
Sassy Dan telling us to make our own videos is definitely the new addition to 2024 I've been waiting for
Another thing cool about BG3 animation I wanna mention (since they released patch 6 today) is how Larian has continued to updating the animations to show off more of the characters personalities. We've now have several different kissing animation for each character you are romancing and they've added some new idle animation for the companions at camp! I just think it's cool that Larian keeps giving more in this immersive sim to make it feel more alive
Thank you for the little shout out to those affected by the layoffs. I wasn't one who was laid off, but it was devastating to see coworkers being laid off one by one.
I swear there's no one I'd rather hear talk about their job at length. Excellent list, Dan
This is one of those videos where at the end i went "wait... that was 31 minutes? I WANT MORE!"
If you haven't seen it, I highly recommend checking out Rashid's animation in Street Fighter 6. Specifically all the cloth physics at work and how they somehow don't break, despite how many pieces there are and how much he spins around.
Jesus Christ you sold me hard on Sannabi. As you began to explain it I wasn't sold on the tiny sprites, but then 10:52 happened and that shit went WILD