![]() ![]() This is the last I'll say on this subject so as not to be known as "the guy who whined about SA2's animations until his dying breath" (especially when it's not even my favorite Sonic game, and I think I prefer the first Adventure overall), but I just see SA1's animations as much more stiff and "video gamey":Īnd SA2's as a much more expressive, fluid and successful at conveying the impact and speed of his fast steps: Lost me there.Ĭlick to expand.That intro animation is completely different from the in-game animation, and it always looked weird (it might be the same one from when Sonic runs towards Shadow in their first confrontation cutscene). He seemed so fixated on how fast his head bobbed at full speed, and I'd argue it looks cool and shows how much more effort he's putting into maintaining that speed than he does his walk, and he ignored all of the nuances I mentioned.Īlso, he seemed to state that Shadow the Hedgehogs goofy rubber animations were superior on the grounds that they were "more expressive" and cartoony. (ignore the shoes, they're the SADX ones I just modded onto the SA2B model for a project I'm working on). The SA2 full speed run has always been one of my favorite Sonic run cycles: The full speed running animation in SA2, along with all of the transitions towards full speed which result in him progressively leaning more forward and his legs swinging further back faster are massive improvements over the first game's robotic animations. Sonic's walk might be a bit underplayed, but everything looks more fluid and natural instead of stiff and robotic. I always vastly preferred SA2's animations to the first game's. TL DW summary: his bottom and top 5 examples of animation in Sonic games, in chronological order: One thing that might be relevant to that issue, but which he understandably didn't discuss, is how the 2D cartoons (AOSTH, Sonic X, Sonic CD intro, Sonic Mania Adventures, etc) handled those restrictions, and how much of what they did could potentially be translated into CG. ![]() crossed arms) and expressions in the cutscenes. He notes that this is one of the changes for the worse that was made between Sonic Adventure 1 and 2: SA2 gets it wrong by giving his head up-and-down motion when he's running at full speed, which turns into a vibrating, flickering effect (most obvious when running down the wall in City Escape).įocusing on the games' animation means that Shadow the Hedgehog and Sonic Boom come out stronger than they do in most retrospectives on the series! And it means Chaotix gets some praise for reasons other than being an odd experimental curio.Ī few times in the video, he talks about how the proportions of the Sonic character designs make inherently difficult to show certain poses (e.g. He points out something that's never consciously occurred to me before: most of the best examples of Sonic accelerating begin with a lot of up-and-down/side-to-side movement to indicate that he's struggling a bit then when he reaches full speed his head position goes rock solid, enhancing the feeling that running at top speed is his natural state. The opportunity to do another music-driven animation but in the Modern world was too exciting to pass up.Click to expand.I particularly liked the comparisons of how many different unique run cycles Sonic goes through as he accelerates in different games. "This was the first project since the Mania intro where I felt like we could just uncork our brains and let the colors come out. "I originally thought I wouldn't be able to fit this project into my schedule but when I heard the game pitch from the developers I knew I had to make it happen," Hesse wrote on Twitter. On Twitter, Hesse talked about how exciting the opportunity was to create this sequence, in particular the opportunity to work on the "modern" version of Sonic. Since then, he's done similar animated sequences for other Sonic games, including Team Sonic Racing and Sonic Origins. ![]() That role led him to working on the animated introductions, cutscenes, and promotional shorts for multiple Sonic games, starting with Sonic Mania in 2017. ![]() Tyson Hesse has a long history working on the Sonic the Hedgehog franchise, starting out as an artist on the Archie Comics. ![]()
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