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Best Running Animation/Cycle

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The best 2D and 3D examples, one after the other. Nice.
 

What is this from?

Anyway most of what I'd contribute has already been posted. Skullgirls, Mega Man X, Zero, Alucard, KoF, etc. One I don't see mentioned ever is the main character from Moon Crystal for the Famicom. That game has some great animations for a Famicom game.

E: Found my answer on the second page, whoops.
 
This elephant from Metal Slug 3 that only appears in one level and for 2 minutes only:

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Soooooo good.

Jesus, really? All that time for stretching skin and the feel of muscles actually moving with bones. What the fuck happened to pixel artists? Where did they go?
 
Jesus, really? All that time for stretching skin and the feel of muscles actually moving with bones. What the fuck happened to pixel artists? Where did they go?
Even more concerning is we don't even know the names of most people that worked on Metal Slug and many other arcade games of that era as they used pseudonyms.
 

For sure. I really love how it looks like he's actually running and connecting with the ground beneath him. Too many games have running animations where it looks like the model is just gliding across the floor. Wish more games had the attention to detail that Metal Gear Solid V (Venom) does.

I'm very excited for Nier: Automata, but I haven't played the game yet, and that running animation really doesn't catch my eye.

Erm to capture and express the ridiculous attention to detail of Snakes stride? Look at his lunge, he's propelling him self off the ground in a completely organic way, his feet and knee adjust in height as his right leg steps into the slight dip in the floor but maintains his speed without breaking into a new animation, there's clear improvisation of movement based on the environment. It's far more sophisticated then any of the canned animations you've provided from your list of games. If you can't see that then you shouldn't be making claims about running animations IMO.
Agree 100%.
 
I'm not sure how it would hold up today but the horse running animation in Red Dead Redemption blew me away when I first saw it.

MGS5's horse is pretty good though too I think.
 
I don't have an image but I think the walking and running animations in Watch Dogs is really good. Especially when you hold down B and watch Aiden/T-Bone just beautifully vault over the hoods of cars as you run by. The transition between animations almost looks effortless.
 
Final fantasy xv and mgs v for the best mocapped and technically execucted animation around.

The best 2d animations have been well covered here as well.

For stylized animation my vote goes to the Jak series. Absolutely fucking perfectly executed running, jumping, attacking, etc. One of the finest controlling platformers ever where you could spend hours just running and jumping because it looked and felt so good. Actually surprised it really hasn't yet been surpassed since. Even AAA Disney titles like Disney infinity failed to match what naughty dog accomplished on the ps2.

I know I'm kinda blending animation cycles with controls, but since the 2 go hand in hand during gameplay, if one can't measure up to the other, it really affects your impression of things. Which is largely why I get so frustrated with so many games from the ps2 era that was loaded with quality animations that ended up looking bad and floaty because of primitive blending techniques and poor physics.
 
I feel like I'm the only one that doesn't like SotN's running animation. He looks like a giant running dork, there's something off there. Most 2D Castlevania's since SotN have this actually, it's weird.

/edit: I see I'm not alone.
 
Best 2d animation would be the sprites from Aladdin (Mega Drive) and Lion King.
They were animated by Disney animators.
They are God tier so they dont have to be mentioned
 
I feel like I'm the only one that doesn't like SotN's running animation. He looks like a giant running dork, there's something off there. Most 2D Castlevania's since SotN have this actually, it's weird.

/edit: I see I'm not alone.

I always felt like they moved too slow in comparison with their movement speed
 
This elephant from Metal Slug 3 that only appears in one level and for 2 minutes only:

giphy.gif


Soooooo good.

okay, as much as I love the indie game revolution, this kind of pisses me off

because artists back in the day used to push the absolute limits of what they could do in that pixelated format, and it seems people nowadays tend to just use it as an excuse to like... not have to draw faces and shit.
 
I love the running animations in the Assassin's Creed games!

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That's what impressed me most going back and playing ACII when it became a GWG title. The transition from walking slowly, to a normal pace, to running, to sprinting is beautifully done and never jerky. It makes the game hold up really well despite its age in other graphical areas.
 
okay, as much as I love the indie game revolution, this kind of pisses me off

because artists back in the day used to push the absolute limits of what they could do in that pixelated format, and it seems people nowadays tend to just use it as an excuse to like... not have to draw faces and shit.
It gets worse once you consider the pure wizardry some artists put to get around limitations of hardware and deliver some of this art, sometimes drawing art exploiting characteristics of the display chain whether that be dithering exploiting composite signals, scan patterns/phosphor glow etc.

Pixel artists were trying to achieve the best looking games they could do given technological limitations. Many of those indies on the other hand are just trying to get a certain look which represents an often erroneous perception of how a certain era of game looked. Though it's unfair to compare the two. The resources dedicated to these games are significantly different though obviously modern tools are much better.
 
It gets worse once you consider the pure wizardry some artists put to get around limitations of hardware and deliver some of this art, sometimes drawing art exploiting characteristics of the display chain whether that be dithering exploiting composite signals, scan patterns/phosphor glow etc.

Pixel artists were trying to achieve the best looking games they could do given technological limitations. Many of those indies on the other hand are just trying to get a certain look which represents an often erroneous perception of how a certain era of game looked. Though it's unfair to compare the two. The resources dedicated to these games are significantly different though obviously modern tools are much better.

The stylist differences show as well. Can anyone here think of an indie pixel game that looks as good as metal slug or Super Metroid, or the PS1 Megaman X games? Won't stop people from telling me that indie's are a good substitute for left-behind genres.

I think I've gotten off topic though. Good running animations?

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It's not the best, but it's fairly good: The scarf and nail have a good amount of motion. Just needs a few more frames of animation to smooth it out.
 
It gets worse once you consider the pure wizardry some artists put to get around limitations of hardware and deliver some of this art, sometimes drawing art exploiting characteristics of the display chain whether that be dithering exploiting composite signals, scan patterns/phosphor glow etc.

Pixel artists were trying to achieve the best looking games they could do given technological limitations. Many of those indies on the other hand are just trying to get a certain look which represents an often erroneous perception of how a certain era of game looked. Though it's unfair to compare the two. The resources dedicated to these games are significantly different though obviously modern tools are much better.

It also had to do with the fact that those studios had professional animator and design equipment, something most indie studios lack. Prior to pixel art they designed and animated the sprites the traditional way before converting them.

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