Also fun fact lucio wep has a audio bar if you disable your sound in game that audio bar is empty and lifeless which is a small but cool little Easter egg
Pharah mimicking her mother’s hello is great, especially because Ana’s is more casual because she’s done it a million times before and pharahs is much more rigid and precise, because she’s still new enough to do it right
I gotta say this made me go into Overwatch to look at Sigma, and I've noticed so many damn simple things that allude to his split/broken nature, and how he's both a gentle scientist and a mad genius influenced by Talon. Like Zenyatta, Sigma floats, so there isn't much bobbing in his amimation as he 'walks'. In his idle animation: The way his hand gently passes back and forth, his fingers slowly go to pinch, then drift apart. The way the center of his orbs quiver like his instability, and the rhythmic pulsing of the pieces of his orbs that ripple off like the effects of a black hole. When moving backwards, his fingers and hand tip forward as he floats back. The reverse is true as he goes forward. As he moves to the left, his hand tips right--and the hyperspheres in his hand also move ever so slightly as he does. If you move *really* far right in turning around, the spheres nearly drift off his hand before being centered again. His attacking is amazingly quick. Underhand, then overhand in the blink of an eye, then it alternates in the next attack with a more forward facing palm, then one where the hand is held more sideways--sometimes his fingers are more aligned for a precision strike, other times the fingers are apart and looser. He swivels his hand clockwise around the black holes he conjurs setting up for another attack, which actually start off as one singularity, which then splits into two before being encompassed by the spheres. The camera shifts ever so slightly during this to mimic the body moving as he retracts his hand to 'reload'. Conjuring his barrier, his free hand comes into view with fingers spread as the barrier goes forward, and there's a light tremble to them. There's even a shudder in his hand and pulse when the barrier is halted, and a quick, inward grip when he recalls it with a flash of purple energy in his palm. He's steady in his extension, even if the barrier is damaged. Something I see unique to Sigma, his attacking animation can be continuing, his projectiles still in flight, while he throws out his barrier, another hint of that dichotomy. When he uses his kinetic grasp, he twists his hand slowly counter clockwise, to mirror his reload animation, focusing on a small little singularity. Finishing it he, again, clenches his fist tightly and pulls it towards himself. There's even these faint purple blue rings on the edge of the player's vision when doing so. His attacking hand is lowered during this. Sigma's accretion has both hands come up, both having their fingers spread as this pile of rocks come together into one big mass, before being pushed forward with a slight lurch of the camera to really give weight to the attack. It's coupled with the reload animation to call sigma's hyperspheres back into his hand. And the ultimate. Dear god, the ultimate. While it's not 'animation', the fact you get to hear the piano melody as Sigma loses it and calls out that the universe sings to him is a pretty fucking neat tie in; you get a glimpse into his madness. It alludes to him perhaps not just gaining enough 'power' to use his ultimate, but has just had a mental break in battle before his mental state stabilizes. Whispers are also heard during his kinetic grasp and accretion. At first the hands are before him without the hyperspheres, you can raise and lower in height at will to get a better glimpse of your domain. When you start the actual damaging part of the ultimate, from the pinky inward, the fingers of his left hand curl into a fist as he's concentrating. The right hand becomes usable again after the ultimate starts. He takes his left fist and slams it down, rotating it to land pinky side down. I had no idea Sigma was giving so much character in just his hands. It's really incredible how accurate this video was to noticing the finer quirks can allude to so many greater things.
In gameplay it bothers me because: "oh it's a heavy weapon, I have to control it meticulously" as if I were actually using the weapon with my own real hands! Like virtual reality.
I gotta say though, the vocal performances are HUGE in character building. I'd say a full half of their personality is in the voice clips. Not just the dialogues at the beginning of the match or their unique quotes, but even in the nuanced ways they announce they need healing or automatically brag about a good shot they made.
PlusHalfling I’ve been playing since May 2016 (launch month) and still I appreciate the game and I still look forward to playing it at the end of the day
I still believe this holds true for Overwatch 2. This is one of the things that I'm still glad for the team to keep this consistent. The new heroes still got their characters convey in First person.
I’m not an animator but I LOVE your animation videos. They give me a ton of respect and appreciation for the craft. I’d love to see an analysis of Wheatley from Portal 2. He’s so well animated, and I’m sure there’s a lot of subtle stuff I don’t even notice.
The developer commentary for when you're getting close to enter glado's chamber does a pretty good job on explaining how complex wheatley's animations really are. Doesn't take too long to get there on a new save file, too!
Winston’s hello animation is my favorite. He touches his hand to his head then quickly waves it. This is significant because he’s actually saying hello in American Sign Language. Winston probably learned ASL from the scientists researching him.
I like Orisa’s idle animation, where she lifts her left hand up and looks at it and moves his fingers, she is fascinated in her artificial life and still getting use to her new created life.
I like the differences in the pistol animation in particular. Engineer is no nonsense, draws and fires his pistol one-handed because it's a backup weapon. He's used to quickly pulling it out in an emergency because he's busy with something else. Also his reload is clean: drop the mag, quick check to make sure it's cleared, pop in a new mag. But Scout? Scout just *has* to show off, and inadvertently demonstrates that he really doesn't know what he's doing. Check out his grip, an experienced shooter will spot right away that Scout's holding his pistol in a teacup grip--a very poor grip for handling, but it vaguely looks like a professional. And his reload, man, that reckless 360 spin by the trigger guard. It's a wonder he hasn't shot himself in the kneecaps or something.
This video is the *exact* reason why I love Overwatch so much. Edit: it’s also why so many people that play Overwatch get attached to a specific character. It’s a beautiful thing and I love Blizzard for it.
One of the best parts of the animations is the voice foley that comes with them. The voice actors are incredibly talented, and each little grunt, laugh, and whisper carries the personality perfectly.
The way every part on Bastion's chassis shakes gently linda reflects on his PTSD and fear of the battlefield. They way his semi auto shakes slightly, and how is galling gun anxiously rotates in fearful anticipation, almost as if he is hoping he doesn't have to shoot. Not only that, but his repair tool is the exact opposite. It's quick, careful, and accurate as it patches the holes in in his body, almost as if its a moment of relief from the stress of the fight. He even lowers his gun to show that he is not focused kn fighting. His movement... thats an interesting kne to talk about as he has two different modes: walking and driving. When walking, he walks in a quick, rickety march as his metal feet stomp into the ground. From your perspective the camera does not bob so much as his head stays level, and hus gun does not move much either as he tries to keep himself level headed, like he is trying to stay calm, if you will. The marching part might be a nod to his core combat programming in that he was a soldier once. When transforming into a tank, his legs rearrange themselves into treads and he rolls around. The barrel of the tank shakes a little as he rolls around, but it fires quickly, slamming backwards into his body, then jutting back outwards. Its also quick and anxious, but he holds himself steady as if he has greater confidence when turning into a death machine and rolling into the enemy to blast them to smithereens. Its almost like a moment of clarity where he feels like he can do it finally. The reload animations are unique from ost other reload animations as his gun opens up and internally reloads, splitting open and punching an ammo clip into place, then locking shut. In turret mode, a latch lifts up and opens up the ammunition cartridge and rolls three hundred rounds into place in less than two seconds. The animations are quick and anxious, just like the rest of Bastion. Thanks for coming to my TED Talk.
id really love to see a video about Portal. GLaDOS is a big metal machine with just a single yellow eye, but you can get so much emotion out of it from the way she looks around the room while she talks to you and how she moves up and down with each word. Wheatley is a little round machine, with a single blue eye, but you can see he gets a little excitable or scared when his eye widens and kinda bugs out like hes from a cartoon! i mean, theres really not much else to say other than "look at these animations. theyre beautiful, arent they?" but... its Portal. find someone who doesnt like talking about Portal, and ill bet theyve never played it.
The fact that every gun has a special effect to show how many bullets it has, is so cool. Like sombra has those code like numbers that change, the new hero juno can sense of her gun is aiming at an ally or an enemy if it aims on them. Soldier has two seperate functions, one being for the amount of bullets he has being shown as the lines and also one to show of his helix rocket is on cooldown ontop of the lines on the gun. You've got many more that I don't remember, but that's also very neat.
Mei's "juice" runs low, something that has once been broken for a while. I was surprised how much i relied on that visual clue instead of the actual on screen number!
@@skruiba807 They are working on it. the only reason you say we dont get new content is mostly because we are not getting new game modes but we are still getting new characters new maps new skins and new reworks. We are getting new content in the archive event. There is a reason why we are not getting new content and that is simply because they have other new stuff that they are working on. They are also planning on Overwatch story mode.
Will always love Overwatch for its characters. I mean yeah, the game is hella fun to play, and competing against other players and meeting new gamers is always a blast, but for me, the real fun comes in the unique, telltale personalities of the characters. Best game. Awesome video 👌
The part about the communication in "standard" war shooters reminded me of the small differences in weapon animations in Crysis 2. At first they seem as "bog-standard functional" as any modern shooter, until you realize that the animations actually change depending on which nanosuit mode is active. For example, the standard mode will result in a very normal gun reload animation. ...However, if you're in the beefier "Armor" mode, your animations will be more "brutal", "wide" and "violent". Hurling empty magazines away, punching new magazines in place, slapping the charging handle etc. Meanwhile, the "Stealth" mode will result in a reload animation with more "restrained" and "calculated" movements. Empty magazines will be carefully removed and stored, and the new magazines will be inserted with a very gentle "click". Your character will also be careful to not let the gun do any loud noises, gently hold the slide of a handgun as it goes back to the normal position, or gently holding the charging handle so the bolt closes with juuuust enough force to chamber the new round without making too much noise. Heck, sometimes the character uses a different *hand*, in the tradeoff of speed vs precision. I wish more games would go out of their way to have animations like these.
@@Doppelshifter it almost seems like in the armor mode he's under the effects of combat stimulants or hes simply frustrated because he's struggling to move with agility, whereas he otherwise is really graceful. Neat!
Doom 2016 is such a great example of first person character personality. Doom guy when he does his finishers, him destroying plot important things, fist bumping the small doomguy doll, etc.
You can see the absolute hatred and antipaty for the thing that he's killing in every single glory kill and the fear and terror in the face of the demon he's killing.
I really liked in the tutorial, where as Sam Hayden is blathering on about Hell-energy being necessary, Doomguy looks down at a torn-apart human corpse, and cracks his knuckles. With a camera view change, and what would be an idle animation, conveys just how Doomguy feels about Hayden's sermon.
This is the reason why i play Overwatch. All the detail Blizzard put into the game. Its so fascinating! Tho, unfortunately i cant play the game in amazing graphics.
Just found this video an I love the in depth description of all their little animation quirks an why it fits them. Another thing I love is how almost every hero's weapon has an ammo counter unique to them built into the model even tho you don't need it because the HUD is there to convey that to the player. The best example for this tho is Sombra's gun cause her ammo counter is in hexadecimal...cause...you know... hacker
Man I still come back to this video every now and then just to watch it again! Still such a cool analysis of one of my favourite games. Gave me so much more appreciation for parts of the game I was taking for granted. Wish I could show this to every person out there who thinks all FPS games are the same! :)
this video made me take more notice of character animations for years after the fact and i still think about "sombra does THIS which is just so perfect"
The weapon followthrough\sway is such an important detail to me. It's something I've constantly criticized CoD for not having and praised Battlefield for having. It gives weapons a sense of weight and heft. In CoD, guns just feel light and the animation feels rigid.
This may seem strange because I'm not an animator but I've watched the old version of this video way too many times and I'll probably watch even more times here I've never even played overwatch either. I'm a writer and whenever I'm having trouble writing a scene with complex physical elements I re-watch this video. It doesn't matter if it's a fight scene or a dance or an actual performance I watch this and ask myself what my characters are doing with their hands. so thanks Dan and good luck with the new channel I patiently forward to the new videos.
I’d say being a writer goes hand in hand in character animation for sure. Just as in screenwriting, your focus is on external action vs internal thoughts in prose writing, animation is same deal...all about getting to know the character from external actions. Even easier too if you’re a writer since you design the character first and everything else shines through (actions, reactions, dialogue etc)
I loved this analysis! There's so much more to character animations than I ever realized and now I'm going to be on the lookout in all the games I play for subtle things like this. Overwatch seems to have such a love for the craft and I'm so glad you dove into the details of it.
John Doe ok I honestly didn’t realize it was Dan. I found this channel independently of EC and until seeing this comment I didn’t recognize his voice. His cadence is so completely different!
Lol, not everyone who plays Genji is a wannabe pro Genji, he just happens to be one of the most fun designs to date. And every hero has that one (or more) nicely spammable voiceline, the best ones including Winston, Doomfist, Genji, Mei and Symm. They give just as much life to the character as the animations.
It is literally an enjoyment hearing you talk about overwatch’s first person animation. Is it possible at all to make a part 2 to talk even more about overwatch’s animation? Would love to see it
I'm actually tearing up listening to your words. Your observation skills as well as the way you speak and present is out of this world. Thanks for sharing! :')
I'll never get how people don't like this game. At school I mentioned that I played it and this kid said "you play overwatch?" in a disgusted tone. Like damn right I do the animation is great and when Mercy adjusts her grip on her staff it makes me feel more immersed than anything in fortnite ever will
I tried to continue like this game. I have played OW to master rank and have to say that the gameplay gets pretty stale. Quite frankly the most important part of a game is the game-play and regardless of how great animation and art is for a game, gameplay is how players interact with the world. I am invested in the world and would love more story or single player missions, maybe even an RPG game. For me personally good game-play is king and outweighs the importance of good animation.
@@crankykong4520 I dont mean it like that. I mentioned I played overwatch and the kid reacted like i just told him i had a foot fetish. Thats not just his own personal opinion
I keep watching this video every few months (when TH-cam recommends it) and I'm always amazed (like really amazed) at the amount of thought and care and talent put into this game. Games so easily feel disposable, so I get this fear we'll forget Overwatch in a feel years instead of celebrating it as one of the high points of games and entertainment as a whole.
I wish people praised this game more often nowadays. It still has so so so much charm and I always love playing it, no matter how desolate the online is. I can't wait for overwatch 2, and I just know the overwatch team will give us so much charachter with every hero/villian.
13:00 In TF2 not breathing and animation says something about the character. It's the weapon. When you see the bat, you see Scout. When you see minigun, you see Heavy. You can tell who is playing who because of their weapons, not even looking at the character model.
Character in terms of personality or recognizability? In terms of personality yeah nothing is really shown. In recignizabilility you can tell who si who exactly, even when different characters are holding the same weapon. Also the different ways they hold the same weapon can show different character traits. Compare the pistol animations for Engineer and Scout.@charKT-7461
tbh, zenyatta is my favorite in first person. All of his movement is so sharp, yet smooth. It feel both robotic and human at the same time. But his shooting animation is one my of personnal favorite
I had NO IDEA this, my favorite video that I show everyone when I talk about why I love Overwatch, was done by the same Dan from Extra Credits History, which I show everyone when I talk about why I love history. This is so fantastic and I am so incredibly glad you are still making content!
This makes me appreciate the game even more! I'm so following, you pay so much attention to detail in game animation insane!!! I'm studying animation and it was great to look at this. Thankyou 💚💚💚
I've watched this video like 4 times over the past couple of years and I never get tired of it. The way he is so obviously passionate and educated on what he talks about plus his voice is just so nice.
As someone whos played 3000+ hrs of overwatch and 1000+ of valorant. The charcter and beauty of overwatch is what keeps me coming back. Valorant is so dull and boring. Ow heros emerge you in the persona of that hero. When you play tracer you feel the spunky british girl who dances circles around her opponent. Junkrat the goofball who blows himself up on ovcasion and is unpredictable. With valorant every map feels the same and every character. Of course they have different layouts and abilities, but it lacks what overwatch has. Thats why I keep coming back despite what people say. 😂
I thought about this video the other day when I was thinking about some of the new hero animations, like Juno's anxious "hello!" wave and Rammatra's very sharp & measured reload animation.
pls do a 1/2h video of you just analyzing every little detail and animations of the game! This was just so enjoyable AND we can see stuff we never really notice while playing. It's a great way to bring some positivism to the game and not just be worried and upset about how good or bad players are. A different look to the game like this without being worried about gameplay is so refreshing
this is SO interesting dude!!! i love the way you explain stuff, it's amazing!! the whole video was so dynamic and fun to watch. keep up the good work this is amazing!!!!💕💕💕
Aaah this is so cool! Thanks for covering it! Blizz really did a great job with design for this game. And I'm so amazed by the fact that you really can imply things like shoulder movement through a walking animation, stuff I had never thought about and that undoubtedly takes a lot of know-how.
Doom Slayer animations from DOOM 2016 express so much of his emotions and personality. For example, glory kills or "careful" "uninstallation" of argent filters.
This level of quality is so hard to match. So many hero shooters keep coming out but it takes so much investment and skill to match this. And it really is subtle things like this that make a lot of difference. When I play other hero shooters, even if the gameplay is fun… it just doesn’t feel right. It’s small things like this that hit you on a subconscious level. I’d never really considered it this deeply, nice vid!
Wow, I don't usually tick the bell icon, especially to those I've just started watching, but you have changed that. As a game animator myself, I LOVE game animations and even I forget how much love and passion people put into there games.
Paladins does this as well, maybe not to the extent of overwatch though. A quick example is mal'damba with his resting arm pose and fluid movement when reloading, since he deals with snakes.
Most games do it. Even in games that are not first person, you can see how the characters are just by seeing how they move and attack. Or even emotes, showing their personality. Talking about Paladins, Smite does it too. Every character movement is different and matches their personality.
I mean, I tried Paladins. But all of the characters just sort of felt the same, like they didn't have any personality beyond a very surface vibe. It just didn't draw me in at all.
This is so amazing. I never thought about how the animation of games convey such big messages with little distinction. Thank you for making this video, good stuff.
THIS is why I love this game, like Nintendo games, the attention to detail makes the experience all the more enjoyable. I actually usually dislike first person shooters, not because of the game genre itself but because I find most of them so dull and boring. Grey colors, dull characters, boring world, never fun to look at or play to me personally. I love colors, unique characters, beautiful worlds, and Overwatch is PERFECT for that. It’s why I’ve stuck with the game for so long despite all its developer flaws, the game itself is just too good.
While TF2’s Default animation is mostly practical, because of its sheer Mod-ability, many people have created animations that do more character work. Check out Paysus on Gamebanana.
I am so glad you talked about their "hello", it just has so much personality and style to it, I can't help but spam it all the time. Also, the sound help every character so much tracer not only feels and plays like tracer, but also sounds like her
“Mei daintily reloads”
After slowly killing everyone on the enemy team
blood for the blood god
@@YeahAlright1983 techno blade neva dies
@@yorick27 what
@@yorick27 he really doesn't
@@yorick27 oh no he doesn't know
Also fun fact lucio wep has a audio bar if you disable your sound in game that audio bar is empty and lifeless which is a small but cool little Easter egg
popmanbrad I’ve never noticed that, that’s so cool!
I know right it’s cool :)
Wow really that says a lot about the time they but into this game
I didn't know that! That's so neat.
Very cool wow
Pharah mimicking her mother’s hello is great, especially because Ana’s is more casual because she’s done it a million times before and pharahs is much more rigid and precise, because she’s still new enough to do it right
In the timeline of where the game sits relative to its lore, Ana is a retired soldier turned vigilante while Pharah is active duty for a PMC.
I gotta say this made me go into Overwatch to look at Sigma, and I've noticed so many damn simple things that allude to his split/broken nature, and how he's both a gentle scientist and a mad genius influenced by Talon.
Like Zenyatta, Sigma floats, so there isn't much bobbing in his amimation as he 'walks'.
In his idle animation: The way his hand gently passes back and forth, his fingers slowly go to pinch, then drift apart. The way the center of his orbs quiver like his instability, and the rhythmic pulsing of the pieces of his orbs that ripple off like the effects of a black hole.
When moving backwards, his fingers and hand tip forward as he floats back. The reverse is true as he goes forward. As he moves to the left, his hand tips right--and the hyperspheres in his hand also move ever so slightly as he does. If you move *really* far right in turning around, the spheres nearly drift off his hand before being centered again.
His attacking is amazingly quick. Underhand, then overhand in the blink of an eye, then it alternates in the next attack with a more forward facing palm, then one where the hand is held more sideways--sometimes his fingers are more aligned for a precision strike, other times the fingers are apart and looser. He swivels his hand clockwise around the black holes he conjurs setting up for another attack, which actually start off as one singularity, which then splits into two before being encompassed by the spheres. The camera shifts ever so slightly during this to mimic the body moving as he retracts his hand to 'reload'.
Conjuring his barrier, his free hand comes into view with fingers spread as the barrier goes forward, and there's a light tremble to them. There's even a shudder in his hand and pulse when the barrier is halted, and a quick, inward grip when he recalls it with a flash of purple energy in his palm. He's steady in his extension, even if the barrier is damaged.
Something I see unique to Sigma, his attacking animation can be continuing, his projectiles still in flight, while he throws out his barrier, another hint of that dichotomy.
When he uses his kinetic grasp, he twists his hand slowly counter clockwise, to mirror his reload animation, focusing on a small little singularity. Finishing it he, again, clenches his fist tightly and pulls it towards himself. There's even these faint purple blue rings on the edge of the player's vision when doing so. His attacking hand is lowered during this.
Sigma's accretion has both hands come up, both having their fingers spread as this pile of rocks come together into one big mass, before being pushed forward with a slight lurch of the camera to really give weight to the attack. It's coupled with the reload animation to call sigma's hyperspheres back into his hand.
And the ultimate. Dear god, the ultimate. While it's not 'animation', the fact you get to hear the piano melody as Sigma loses it and calls out that the universe sings to him is a pretty fucking neat tie in; you get a glimpse into his madness. It alludes to him perhaps not just gaining enough 'power' to use his ultimate, but has just had a mental break in battle before his mental state stabilizes. Whispers are also heard during his kinetic grasp and accretion.
At first the hands are before him without the hyperspheres, you can raise and lower in height at will to get a better glimpse of your domain. When you start the actual damaging part of the ultimate, from the pinky inward, the fingers of his left hand curl into a fist as he's concentrating. The right hand becomes usable again after the ultimate starts. He takes his left fist and slams it down, rotating it to land pinky side down.
I had no idea Sigma was giving so much character in just his hands. It's really incredible how accurate this video was to noticing the finer quirks can allude to so many greater things.
Underrated comment
And I thought I was the only Sigma main
I didn't even finish reading your comment yet but i don't need to to know sigma is perfect
Yeah I didnt read any of this.....
@@zoshiri6967 Exactly! I'm the only sigma main I know lol
I love how you can just _feel_ how much every object weighs just by looking at all of the animations
In gameplay it bothers me because: "oh it's a heavy weapon, I have to control it meticulously" as if I were actually using the weapon with my own real hands! Like virtual reality.
I gotta say though, the vocal performances are HUGE in character building. I'd say a full half of their personality is in the voice clips. Not just the dialogues at the beginning of the match or their unique quotes, but even in the nuanced ways they announce they need healing or automatically brag about a good shot they made.
The character's personalities are why i enjoy having a rotating list of 10-12 characters to play 😊
This makes me appreciate the the game even more now
true
why would you appreciate a unbalanced anti fun trash heap? (ive been playing since season 3)
PlusHalfling I’ve been playing since May 2016 (launch month) and still I appreciate the game and I still look forward to playing it at the end of the day
yea in all honesty the artwork team at blizzard is one of the best but god the gameplay team needs to straighten things out
PlusHalfling ok?
I still believe this holds true for Overwatch 2. This is one of the things that I'm still glad for the team to keep this consistent. The new heroes still got their characters convey in First person.
Totally down to watch this again.
Here 0:00
Thumli Koben ???
This is my 4th time watching this
This is my second time here
along with all the comments I am here again ;-)
12:41 HIS FACE STRECHES
IKR. I was pissing myself when i noticed it and paused the video lol xD
It is intentional though, stretch frames convey movement when you watch them at normal speed
It’s actually an animation technique used to make the characters seem a lot more fluid! Stretch and squash animation :3
Jesus
@@nndmtrff Yes , but also maybe the slow motion done if after effects that cause that kind of things , but I'm not sure
I’m not an animator but I LOVE your animation videos. They give me a ton of respect and appreciation for the craft. I’d love to see an analysis of Wheatley from Portal 2. He’s so well animated, and I’m sure there’s a lot of subtle stuff I don’t even notice.
The developer commentary for when you're getting close to enter glado's chamber does a pretty good job on explaining how complex wheatley's animations really are. Doesn't take too long to get there on a new save file, too!
Winston’s hello animation is my favorite. He touches his hand to his head then quickly waves it. This is significant because he’s actually saying hello in American Sign Language. Winston probably learned ASL from the scientists researching him.
He even has an emote where he introduces himself in ASL
Yoo thats crazy
I like Orisa’s idle animation, where she lifts her left hand up and looks at it and moves his fingers, she is fascinated in her artificial life and still getting use to her new created life.
"Because he saw it in The Matrix and thinks it makes him look cool"
I'm *wheezing*
i like how with TF2 3 characters can hold the same weapon completely differently and reload dfferently
I like the differences in the pistol animation in particular. Engineer is no nonsense, draws and fires his pistol one-handed because it's a backup weapon. He's used to quickly pulling it out in an emergency because he's busy with something else. Also his reload is clean: drop the mag, quick check to make sure it's cleared, pop in a new mag.
But Scout? Scout just *has* to show off, and inadvertently demonstrates that he really doesn't know what he's doing. Check out his grip, an experienced shooter will spot right away that Scout's holding his pistol in a teacup grip--a very poor grip for handling, but it vaguely looks like a professional. And his reload, man, that reckless 360 spin by the trigger guard. It's a wonder he hasn't shot himself in the kneecaps or something.
@@subtlewhatssubtle great analysis man :D
for anyone who wants a comparison of the pistol animation th-cam.com/video/d1XjNOvMUmg/w-d-xo.html
@@Hornbyhenry I never noticed that, that's pretty cool.
engineer handling shotgun like a quick draw while soldier handles it with discipline.
This video is the *exact* reason why I love Overwatch so much.
Edit: it’s also why so many people that play Overwatch get attached to a specific character. It’s a beautiful thing and I love Blizzard for it.
YES omg all the details with moira is great. All the subtle movements- km sry km a moira main and her character is perfectly portrait from her hands
Genji, McCree, Soldier 76 ftw.
Me with junkrat. 300 hours on him, all unlockables, and any real world collectible I can find.
@@alllove.productions that's awesome!
9:32 Actually Tracer rewinds time to when her guns were fully loaded; another nice touch showing character through animation.
10000iq move
One of the best parts of the animations is the voice foley that comes with them. The voice actors are incredibly talented, and each little grunt, laugh, and whisper carries the personality perfectly.
The way every part on Bastion's chassis shakes gently linda reflects on his PTSD and fear of the battlefield. They way his semi auto shakes slightly, and how is galling gun anxiously rotates in fearful anticipation, almost as if he is hoping he doesn't have to shoot. Not only that, but his repair tool is the exact opposite. It's quick, careful, and accurate as it patches the holes in in his body, almost as if its a moment of relief from the stress of the fight. He even lowers his gun to show that he is not focused kn fighting.
His movement... thats an interesting kne to talk about as he has two different modes: walking and driving. When walking, he walks in a quick, rickety march as his metal feet stomp into the ground. From your perspective the camera does not bob so much as his head stays level, and hus gun does not move much either as he tries to keep himself level headed, like he is trying to stay calm, if you will. The marching part might be a nod to his core combat programming in that he was a soldier once. When transforming into a tank, his legs rearrange themselves into treads and he rolls around. The barrel of the tank shakes a little as he rolls around, but it fires quickly, slamming backwards into his body, then jutting back outwards. Its also quick and anxious, but he holds himself steady as if he has greater confidence when turning into a death machine and rolling into the enemy to blast them to smithereens. Its almost like a moment of clarity where he feels like he can do it finally.
The reload animations are unique from ost other reload animations as his gun opens up and internally reloads, splitting open and punching an ammo clip into place, then locking shut. In turret mode, a latch lifts up and opens up the ammunition cartridge and rolls three hundred rounds into place in less than two seconds. The animations are quick and anxious, just like the rest of Bastion.
Thanks for coming to my TED Talk.
Is it weird that I go back to this video like once a year?
disregarding the interesting content, this is one of the very best video essays i've seen
id really love to see a video about Portal. GLaDOS is a big metal machine with just a single yellow eye, but you can get so much emotion out of it from the way she looks around the room while she talks to you and how she moves up and down with each word.
Wheatley is a little round machine, with a single blue eye, but you can see he gets a little excitable or scared when his eye widens and kinda bugs out like hes from a cartoon!
i mean, theres really not much else to say other than "look at these animations. theyre beautiful, arent they?" but... its Portal. find someone who doesnt like talking about Portal, and ill bet theyve never played it.
Please, we must have this
This
yes
This please
Yass yasss yassssss YASSSSSS!
I FREAKEN LOVE PORTAL TO THE POINT IT UNHEALTHY EVEN IF THE GAME YEARS OLD I LOVE IT 💝
The fact that every gun has a special effect to show how many bullets it has, is so cool. Like sombra has those code like numbers that change, the new hero juno can sense of her gun is aiming at an ally or an enemy if it aims on them. Soldier has two seperate functions, one being for the amount of bullets he has being shown as the lines and also one to show of his helix rocket is on cooldown ontop of the lines on the gun. You've got many more that I don't remember, but that's also very neat.
Mei's "juice" runs low, something that has once been broken for a while. I was surprised how much i relied on that visual clue instead of the actual on screen number!
@@andreewert6576 Yeah fr, I don't remember it being broken tho but dayum that's such a cool animation
This video makes me love overwatch so much.
Just sad that they don't add much new content now :/ But I agree with you.
@@skruiba807 They are working on it. the only reason you say we dont get new content is mostly because we are not getting new game modes but we are still getting new characters new maps new skins and new reworks. We are getting new content in the archive event. There is a reason why we are not getting new content and that is simply because they have other new stuff that they are working on. They are also planning on Overwatch story mode.
@@skypham6656 well, you were exactly right bro, everything you said is happening now
just in overwatch 2
Ive never even played but same
Will always love Overwatch for its characters.
I mean yeah, the game is hella fun to play, and competing against other players and meeting new gamers is always a blast, but for me, the real fun comes in the unique, telltale personalities of the characters.
Best game.
Awesome video 👌
The part about the communication in "standard" war shooters reminded me of the small differences in weapon animations in Crysis 2.
At first they seem as "bog-standard functional" as any modern shooter, until you realize that the animations actually change depending on which nanosuit mode is active.
For example, the standard mode will result in a very normal gun reload animation.
...However, if you're in the beefier "Armor" mode, your animations will be more "brutal", "wide" and "violent". Hurling empty magazines away, punching new magazines in place, slapping the charging handle etc.
Meanwhile, the "Stealth" mode will result in a reload animation with more "restrained" and "calculated" movements. Empty magazines will be carefully removed and stored, and the new magazines will be inserted with a very gentle "click". Your character will also be careful to not let the gun do any loud noises, gently hold the slide of a handgun as it goes back to the normal position, or gently holding the charging handle so the bolt closes with juuuust enough force to chamber the new round without making too much noise. Heck, sometimes the character uses a different *hand*, in the tradeoff of speed vs precision.
I wish more games would go out of their way to have animations like these.
Oh, found a comparison video, if anyone's curious:
th-cam.com/video/guIS_N7JZmk/w-d-xo.html
@@Doppelshifter it almost seems like in the armor mode he's under the effects of combat stimulants or hes simply frustrated because he's struggling to move with agility, whereas he otherwise is really graceful. Neat!
Shane Leone or you know maybe he is mad that he is a dead man walking basically kept alive by nanosuit
Wow
I'll always miss Crysis. Great friggen games.
"Yeah, I'm Lucio, I'm..."
*Looks around*
"RIDIN' ON WA-"
*GUITAR SOLO COMES OUT OF NOWHERE*
Max Bernhardt omg yes
*BOOOOOSTIOOOOOOOOO*
Max Bernhardt I don't get it pls explain 😭
Fuuuuuckiiiiing GEEEEEEEEEEEEENIIIIUUUUUUUUUUSSSS
Can I get an apology for playing the kings row theme in nepal
Fatal Error 1 year and still no apology
F
F
F
F
I think about these animations all the time. I'm glad someone made a whole video talking about how much effort went into the smallest of details.
Doom 2016 is such a great example of first person character personality. Doom guy when he does his finishers, him destroying plot important things, fist bumping the small doomguy doll, etc.
You can see the absolute hatred and antipaty for the thing that he's killing in every single glory kill and the fear and terror in the face of the demon he's killing.
I really liked in the tutorial, where as Sam Hayden is blathering on about Hell-energy being necessary, Doomguy looks down at a torn-apart human corpse, and cracks his knuckles. With a camera view change, and what would be an idle animation, conveys just how Doomguy feels about Hayden's sermon.
Its actually DoomSlayer
This is the reason why i play Overwatch. All the detail Blizzard put into the game. Its so fascinating! Tho, unfortunately i cant play the game in amazing graphics.
More Overwatch Analysis Videos please. I love their character animations and I learned alot by just looking at them 1 by 1 in free play mode.
yes
"very little dialogue"
AND DEY SAY
MADA MADA
BOOP
I NEED HEALING
SAKE!!
DA FEET MAKES ME STRONGER
also it goes
AND DEY SAY
AND DEY SAY
AND DEY SAY
AND DEY SAY chivalry is dead.
Just found this video an I love the in depth description of all their little animation quirks an why it fits them. Another thing I love is how almost every hero's weapon has an ammo counter unique to them built into the model even tho you don't need it because the HUD is there to convey that to the player. The best example for this tho is Sombra's gun cause her ammo counter is in hexadecimal...cause...you know... hacker
Man I still come back to this video every now and then just to watch it again! Still such a cool analysis of one of my favourite games. Gave me so much more appreciation for parts of the game I was taking for granted. Wish I could show this to every person out there who thinks all FPS games are the same! :)
0:12 *crouches up and down and emotes*
this video made me take more notice of character animations for years after the fact and i still think about "sombra does THIS which is just so perfect"
The weapon followthrough\sway is such an important detail to me. It's something I've constantly criticized CoD for not having and praised Battlefield for having. It gives weapons a sense of weight and heft. In CoD, guns just feel light and the animation feels rigid.
The Outsider what do you think of the new battlefield?
If anything it reinforces the "arcadey" nature of CoD compared to the more "realistic" feel of the Battlefield series.
I’m 6 years late but I’m glad you made this video, it made me so happy
This may seem strange because I'm not an animator but I've watched the old version of this video way too many times and I'll probably watch even more times here I've never even played overwatch either. I'm a writer and whenever I'm having trouble writing a scene with complex physical elements I re-watch this video. It doesn't matter if it's a fight scene or a dance or an actual performance I watch this and ask myself what my characters are doing with their hands. so thanks Dan and good luck with the new channel I patiently forward to the new videos.
I’d say being a writer goes hand in hand in character animation for sure.
Just as in screenwriting, your focus is on external action vs internal thoughts in prose writing, animation is same deal...all about getting to know the character from external actions.
Even easier too if you’re a writer since you design the character first and everything else shines through (actions, reactions, dialogue etc)
Thats so cute, artists tend to inspire eachother, even in different fields ☺
*Shows Reaper*
Let's talk about reloads
I loved this analysis! There's so much more to character animations than I ever realized and now I'm going to be on the lookout in all the games I play for subtle things like this. Overwatch seems to have such a love for the craft and I'm so glad you dove into the details of it.
*"Later idiots."*
That is...the most REAPER thing if I've ever heard one.
Just came from extra credits and God, normal speed Dan sounds so weird, comparatively.
John Doe I know right I had to go back to make sure that this is the same dan since he sounds so different lol
John Doe ok I honestly didn’t realize it was Dan. I found this channel independently of EC and until seeing this comment I didn’t recognize his voice. His cadence is so completely different!
I completely agree, I wish he stayed there though, his voice was so iconic to me and kinda the reason I watched those things
@@nickl5640 Same, watching extra history without Dan just doesn't feel the same
Wait this is the speaker from Extra Credits? I thought I recognised his voice and the way he speaks!
"As if the mech itself has a bit of life to it"
**Evangelion theme intensifies**
"very little dialogue"
clearly you've never played with a wannabe pro genji
_Mada mada!_
"I need healing"
Lol, not everyone who plays Genji is a wannabe pro Genji, he just happens to be one of the most fun designs to date. And every hero has that one (or more) nicely spammable voiceline, the best ones including Winston, Doomfist, Genji, Mei and Symm. They give just as much life to the character as the animations.
@@tubester358 Don't forget Reapers "It's in the refrigerator". Definitely one of the best voice lines
Literary Landslide r/wooosh
Damn this video is old ain't even got Doomfist
It is literally an enjoyment hearing you talk about overwatch’s first person animation. Is it possible at all to make a part 2 to talk even more about overwatch’s animation? Would love to see it
I'm actually tearing up listening to your words. Your observation skills as well as the way you speak and present is out of this world. Thanks for sharing! :')
I love watching this video. He's so excited about all the animations and it's kinda contagious
I'll never get how people don't like this game. At school I mentioned that I played it and this kid said "you play overwatch?" in a disgusted tone. Like damn right I do the animation is great and when Mercy adjusts her grip on her staff it makes me feel more immersed than anything in fortnite ever will
I came for the hot lesbian and stayed for mercy and some a first person animations
I tried to continue like this game. I have played OW to master rank and have to say that the gameplay gets pretty stale. Quite frankly the most important part of a game is the game-play and regardless of how great animation and art is for a game, gameplay is how players interact with the world. I am invested in the world and would love more story or single player missions, maybe even an RPG game. For me personally good game-play is king and outweighs the importance of good animation.
@@TheNitrean I agree. I was just trying to get the bastet skin and got so frustrated with the gameplay that I left the game
Because people have opinions.
@@crankykong4520 I dont mean it like that. I mentioned I played overwatch and the kid reacted like i just told him i had a foot fetish. Thats not just his own personal opinion
I keep watching this video every few months (when TH-cam recommends it) and I'm always amazed (like really amazed) at the amount of thought and care and talent put into this game. Games so easily feel disposable, so I get this fear we'll forget Overwatch in a feel years instead of celebrating it as one of the high points of games and entertainment as a whole.
Cant believe watching idle animations would be so interesting
I wish people praised this game more often nowadays. It still has so so so much charm and I always love playing it, no matter how desolate the online is. I can't wait for overwatch 2, and I just know the overwatch team will give us so much charachter with every hero/villian.
13:00
In TF2 not breathing and animation says something about the character. It's the weapon. When you see the bat, you see Scout. When you see minigun, you see Heavy. You can tell who is playing who because of their weapons, not even looking at the character model.
It still says nothing about their character.
Character in terms of personality or recognizability? In terms of personality yeah nothing is really shown. In recignizabilility you can tell who si who exactly, even when different characters are holding the same weapon. Also the different ways they hold the same weapon can show different character traits. Compare the pistol animations for Engineer and Scout.@charKT-7461
tbh, zenyatta is my favorite in first person. All of his movement is so sharp, yet smooth. It feel both robotic and human at the same time. But his shooting animation is one my of personnal favorite
For real! Shooting stuff with him is definitely the most satisfying.
This has definitely become one of those videos I randomly remember and go watch back once in a while
this is absolutely brilliant
I've watched this several times now
and I wanna see an analysis like this with the newer heroes (relative to June 2018)
I had NO IDEA this, my favorite video that I show everyone when I talk about why I love Overwatch, was done by the same Dan from Extra Credits History, which I show everyone when I talk about why I love history. This is so fantastic and I am so incredibly glad you are still making content!
I can hear the specific voice from Extra credits! The pace and the important places are unic! Hi New channel, bye Extra credits!
as a game lover and animation enthusiast- this has been a comfort video of mine for yearsss i love rewatching it
Your choice of words is supreme my friend, watching this video is a delight.
This makes me appreciate the game even more! I'm so following, you pay so much attention to detail in game animation insane!!! I'm studying animation and it was great to look at this. Thankyou 💚💚💚
Great video. The script is easy to follow and makes me apprecieate the detail from Overwatch animators.
I've watched this video like 4 times over the past couple of years and I never get tired of it. The way he is so obviously passionate and educated on what he talks about plus his voice is just so nice.
Who else needs to watch this video every now and then, because it is so perfect? 🧡
I'm not the only one? That's nice to know!
Still an incredibly underrated video in my eyes. I have this video saved, and will come back to rewatch it. Amazing stuff.
This is the most over analyzed overwatch video i've seen
And i love it.
I just wanna be as excited about life as this dude is about overwatch animations. very wholesome 10/10
As someone whos played 3000+ hrs of overwatch and 1000+ of valorant. The charcter and beauty of overwatch is what keeps me coming back. Valorant is so dull and boring. Ow heros emerge you in the persona of that hero. When you play tracer you feel the spunky british girl who dances circles around her opponent. Junkrat the goofball who blows himself up on ovcasion and is unpredictable. With valorant every map feels the same and every character. Of course they have different layouts and abilities, but it lacks what overwatch has. Thats why I keep coming back despite what people say. 😂
This analysis of the animations made me fall in love with overwatch all over again!
I thought about this video the other day when I was thinking about some of the new hero animations, like Juno's anxious "hello!" wave and Rammatra's very sharp & measured reload animation.
pls do a 1/2h video of you just analyzing every little detail and animations of the game! This was just so enjoyable AND we can see stuff we never really notice while playing. It's a great way to bring some positivism to the game and not just be worried and upset about how good or bad players are. A different look to the game like this without being worried about gameplay is so refreshing
Love u nfp
twomad I forgot you played Overwatch
“i forgot you played overwatch” yeah its the last thing he did
this is SO interesting dude!!! i love the way you explain stuff, it's amazing!! the whole video was so dynamic and fun to watch. keep up the good work this is amazing!!!!💕💕💕
"LATER IDIOTS"
laughs in reaper main
Aaah this is so cool! Thanks for covering it! Blizz really did a great job with design for this game. And I'm so amazed by the fact that you really can imply things like shoulder movement through a walking animation, stuff I had never thought about and that undoubtedly takes a lot of know-how.
really makes me miss the game so much. i just can't find it in me to put any support in blizzard at the moment
This is a very well built and complete analysis, love it
Say what you will, but Overwatches art team is on point. No other game feels or looks like Overwatch
True
It used to feel special, now it's not..The vibe is gone
Not gonna lie I think this video is one of my favorite videos of all time. I just can't stop watching it. I love it
Doom Slayer animations from DOOM 2016 express so much of his emotions and personality. For example, glory kills or "careful" "uninstallation" of argent filters.
A little side note on Traver's reload animation
She's actually recalling her bullets, like her second ability
I swear if bastion still waves with his repair arm in overwatch 2 after they removed self repair I'm actually going to be mad
This level of quality is so hard to match. So many hero shooters keep coming out but it takes so much investment and skill to match this.
And it really is subtle things like this that make a lot of difference. When I play other hero shooters, even if the gameplay is fun… it just doesn’t feel right. It’s small things like this that hit you on a subconscious level.
I’d never really considered it this deeply, nice vid!
Ashe is the pinnacle of this design approach. From sound to animations.
This just makes me take a step back and see how much love and effort they put into Overwatch. Thank you for the reminder.
Create a game like making a movie. Only when the player is immersed will they truly enjoy it.
Wow, I don't usually tick the bell icon, especially to those I've just started watching, but you have changed that. As a game animator myself, I LOVE game animations and even I forget how much love and passion people put into there games.
Paladins does this as well, maybe not to the extent of overwatch though. A quick example is mal'damba with his resting arm pose and fluid movement when reloading, since he deals with snakes.
Most games do it. Even in games that are not first person, you can see how the characters are just by seeing how they move and attack. Or even emotes, showing their personality. Talking about Paladins, Smite does it too. Every character movement is different and matches their personality.
You really shouldn't say that word in an overwatch video. You'll trigger hundreads of them.
I mean, I tried Paladins. But all of the characters just sort of felt the same, like they didn't have any personality beyond a very surface vibe. It just didn't draw me in at all.
This is so amazing. I never thought about how the animation of games convey such big messages with little distinction. Thank you for making this video, good stuff.
THIS is why I love this game, like Nintendo games, the attention to detail makes the experience all the more enjoyable. I actually usually dislike first person shooters, not because of the game genre itself but because I find most of them so dull and boring. Grey colors, dull characters, boring world, never fun to look at or play to me personally. I love colors, unique characters, beautiful worlds, and Overwatch is PERFECT for that. It’s why I’ve stuck with the game for so long despite all its developer flaws, the game itself is just too good.
Do you still play?
Would love to see you do a video on Overwatch 2’s character animation. The ones that stick out the most to me are Juno and Ramattra.
I love Sombra so much... She's so beautiful.
I always come back to this video because it just unexplainably makes me so happy. I don’t know why.
While TF2’s Default animation is mostly practical, because of its sheer Mod-ability, many people have created animations that do more character work. Check out Paysus on Gamebanana.
I am so glad you talked about their "hello", it just has so much personality and style to it, I can't help but spam it all the time.
Also, the sound help every character so much tracer not only feels and plays like tracer, but also sounds like her
They're still doing so good with this side of things. Hopefully the devs can escape the oubliette in the blizzard ceo's basement soon🙏🙏🙏
This video is incredible, thank you so much for reforcing all the art that is within the simplest details.
New Frame Plus : Calls Winston a Gorilla
Me , an Intellectual : *Scientist*
“Winston, being a *scientist,* uses his free left hand to run.”
gami gato lmaooooo
why not both?
This is ridiculously good. Super well done video. Its like a comprehensive story, very enjoyable.