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zakruti.com » Humor, fun and entertainment » Polygon
You shouldn't notice this video game animation

You shouldn't notice this video game animation

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Rating: 4.0; Vote: 1
The Matrix Resurrections is a movie that's kind of about video games. And one of the most important but under-appreciated aspect of games is the walk cycle. Every character needs a walk, and as humans who are familiar with the concept, a badly animated walk cycle can immediately stick out as uncanny. So game developers have found a ton of cool ways to implement walks in the games we play - making them both accurate, and flavorful. Jenna Stoeber walks through the history of walks and walking cycles in video games, and how they got to where they are today
Date: 2023-12-10

Comments and reviews: 30


My pet peeve is when a game has exactly one or two discrete movement speeds, like we have analog sticks, let me use the full rage of motion to control my speed, for most close-quarters exploration type stuff I want to go faster than walking and slower than sprinting, and most games just don't support this.
Related is when there is no momentum, with zero ramp up or ramp down in speed/animation. I get that it can make a game feel more responsive but I usually prefer this to be smoothed out, for comfort if nothing else; especially when combined with the first problem, to modulate speed I often end up having a lot of start-stop movement, which makes the camera movement really jarring, and there have been a few games where this was so bad that I just stopped playing altogether.

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I notice. It's one of the things that can make me hate a game. Because I feel like if they run like they are walking in a way that is visually distracting I lose focus on things in front of me. One best example is dark souls running/walking animation. It looks so bad like a lil Muppet in slippers trying to steal from Santas workshop, like a little rat or roach running, but let's use hellblade or the latest God of war. The walking animations have weight and muscle movement are more focused on making it feel like the character is actively a part of the world you are playing in. Also assassins creed games walking animations have gotten more terrible over recent years.
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I was watching a play through of FF7 Remake earlier, and I became really interested in the walk animation they designed for Sephiroth-s introductory scene. It-s a slow, purposeful stride, one that reminded me of a predator stalking its prey, but he also has this sway to his hips and shoulders that feels very seductive and enthralling. I thought it was a really interesting way to define his character, especially for new players who weren-t previously familiar with him- he-s confident, he knows what he wants, and he has all the time in the world to get it.
or maybe I-m just horny for sephiroth idk lol

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This reminds me of a lot of the walking details in the Mad Max game, which like. is objectively not a great game but some parts are clearly made with great love and attention. Part of Max's legend is his busted knee, which isn't mentioned whatsoever in the game but he has the leg brace and it reflects on his movements; he's slow to break into a sprint, stepping forward bracing his shoulders with almost reluctance, his jump is weak and full of apparent effort, and if you drop down from any significant height he walks with a pained limp for a few seconds afterwards.
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I had a debate (read: argument) with someone recently that video games aren't immature or childish. Their argument was that video games are for children and adults shouldn't play them. This video backs up part of my argument that, among other things, they're modern works of art. It takes a lot of skill and talent to pull this off and make it look, not just right, but good. This was so well explained and an excellent video. I'm totally sharing it and tagging the person I was arguing with.
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Your characters' walk cycle in Pokemon Legends Arceus looks kinda janky when you look at them from the side, since the walk cycle was made to be seen from behind. Not to mention the (lack of) turn animation for not only the NPCs but the Pokemon too.
I wish the Pokemon company had more faith in the franchise and that fans are more than willing to wait for more than 2 years for a new game so the developers had more time to really polish everything up.

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there's so much to love about this video, not least of which is how well-researched and informative it obviously is while remaining engaging, but i just want to call out two little things that made me smile, namely the line read on -wiggle- when talking about sonic's ears, and the frankly incredible yakety sax facsimile you managed to find royalty-free which manages to sound exactly right without being yakety sax at all.
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2: 58 one of the first games I ever played, probably the earliest game still vivid in my memory from my childhood. Played it back when it was new & just released. The Animations back then seemed so realistic and uncanny. When I learned it was based on real person motion capturing via Rotoscope (years later) - that fact totally blew my mind away! Even today it looks pretty real, unique and precise.
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My favourite locomotion animation detail is from State of Decay 2, where if you run fast enough, and then slam the stick in a different direction, your character will dramatically slide, their hand even touches the ground! But I don't think it always happens, or it's just really hard to trigger, and it is FAST. The animation begins and ends almost faster than you can notice it.
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Oh ho hoooooo no my friends! I did that there massage therapy training where they teach you to observe a person's gait walking. I've been unable to not notice people's leg and hip conditions that are observable. This extends to video games! Breakthrough walking was Assassin's Creed 2 and HZD has excellent locomotion.
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I remember all the articles about how intensely motion-capped Enter the Matrix was. The first thing I remember doing when I was given control of my character was pressing the jump button and then I laughed for a good long while. That laugh, however, was mild compared to the one elicited by climbing a ladder.
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Fantastic video.
I didn't know what to expect from the title/thumbnail; arrived after watching a lot of Pathologic content so that may have given me d1FfEreNt eXpEcTAti0Ns lol. But this even was so educational + actually applies to some non-animation + non-game work I'm doing now.

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While I was on the seat h for comparison of 2D or pixel art cycle frame comparisons, I stumbled upon this. I really like it! I never personally thought of a walk cycle being important, or well at the service level, but it for sure makes sense! Thanks for the knowledge I gained!
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Is that Lode Runner at 2: 28? Man I haven't seen that game in ages! It was one of the only two games my Dad had for our desktop when we bought our first computer when I was a little kid. Well before we ever got internet there was good ole Load Runner and Jane of the Jungle.
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It's so funny that you said the speed/sliding/turning problem was the most egregious part of lower quality walk animations, because I've just so normalized that happening in games i didn't even see the problem in the examples you were showing for it at first lol
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This is the good stuff. Great put together.
and looking back at early and crude 3D characters were a delight.
Enter the Matrix's locomotion is just irresistible: D
Syphon Filter's 'drive and trudge' is also something that will always be a warm memory

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I absolutely love these types of videos Polygon puts out, it makes you really notice and appreciate really small details in games you might otherwise overlook.
Also, Jenna is so enjoyable to listen to! (Best - Lawyer ever)

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I kinda want a whole Polygon video on -doing things 'wrong' for the sake of stylization or comedy-. Because the bit toward the end about intentionally making weird walking animations was really interesting to me.
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nier automata has absurdly detailed and expressive walking/running animations and i am so glad you included them. uneven surfaces, speeding up, slowing down, turning, climbing stairs, it's all incredible
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off to listen to the benny hill theme for an hour. thank you for the in-depth look at walking. Can I say, the bb with the bouncy flouncy walk is precious, I wish I had that break-my-stride kind of walk.
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It took me a long time to pinpoint why the sims 4 basic walking animation looks off to me, but it's probably the body position, maybe because the sim doesn't lean a little bit forwards when they walk.
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Nice piece! Root motion animation helps with foot sliding today because the mocap position in space is just transferred to the game. No code is moving the character anymore - it's all mocap.
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The run cycle of Raymond Bryce from Disaster Day of Crisis was one singular moment that made me smile and love a brand new character. It-s unbelievably silly, determined and somehow clumsy.
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I remember being so impressed when I was playing the Witcher 3, running through novigrad, and then one foot stepped in a puddle so there was 1 shallow splash sound. Blew my mind
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If i was a video game character my walk cycle would like one of those physics based walk cycles but it actually just be me randomly changing the way im walking because im nervous
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Anyone ever compared the walk cycles in Assassin's Creed 2 vs 3? Ezio from 2 was pretty straight forward, but Connor from 3 seemed like he was trying to peek over a crowd,
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This is the exact reason why as someone who has coded video games for school I will always make all characters a slime or amorphous blob. No legs, no animation.
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Mark my words: the next level of 3rd person walking animations will have a character trip over their feet slightly if you change direction too quickly.
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2: 03 thank you for including this note! i'm a cane user and i was actually just wondering how mobility aids might factor into walk cycles like this: )
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And this is why developers love makign floating characters, if they jsut float and bob you have so much more freedom, and so much less work ahead of you.
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