WHY SO HEAVY!! Elden Ring weapons

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Shadiversity

Shadiversity

2 жыл бұрын

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Elden Ring's weapons and combat animations get SO MUCH right and SO MUCH wrong! Let's break it all down #PopcultureWeaponsAnalysed
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Пікірлер: 2 800
@kirinixx
@kirinixx 2 жыл бұрын
The swords weigh more than they would in real life because it also carries all the emotional weight from their previous owners
@TheManofThings777
@TheManofThings777 2 жыл бұрын
For the heavy swings for some of the attacks, I like to imagine that the reason they're so telegraphed is because in the world of Elden Ring you'll be using these to kill huge monsters half the time, as opposed to intelligent knights, so you could get away with a bit of telegraphing since you're just trying to put as much weight behind the swings as possible.
@Skylander404
@Skylander404 2 жыл бұрын
One of my headcannons when it comes to the overswinging is that in Souls games (Elden Ring included) many of the enemies you face are more akin to objects rather than human opponents. These overswings may be telegraphed and leave you open against an intelligent human opponent, but when you are fighting hulking masses of flesh, monstrous animals, and literal walking TREES then I think a bit of overswing is expected.
@Hereates35
@Hereates35 2 жыл бұрын
Its not overswing she is just really angry at the air.
@platonios4666
@platonios4666 2 жыл бұрын
For the greatswords,I just think things like Zweihänder would be too OP if they had realistic animations...But when I look at magic in elden Ring...Ok,ez realistic animations for zweihänders next patch.
@Zeek369
@Zeek369 2 жыл бұрын
You should do an analysis of Elden Ring's castles next! There's a nice mix of history and fantasy that I feel would make for a really nice series of videos. I remember walking through the entrance of Castle Morne on the south of the Weeping Peninsula and looking at how defensible the entrance is with a walled corridor and a lift that can simply be called up and nobody is coming in through there. Also the machicolations are fake, but so are the windows (since you don't get to go inside that castle), so that's likely meant to save a few polygons and you can assume they're meant to be real.
@AnimeSquirrel
@AnimeSquirrel 2 жыл бұрын
Over swing madness aside, can we appreciate the subtle body animations such as visible wrist rolls to decent leg positioning?
@Gearshifta
@Gearshifta 2 жыл бұрын
Poor Zweihander it carried me from the Graveyard to Gwyn on my first playthrough.
@beansnrice321
@beansnrice321 2 жыл бұрын
The Banished knight greatsword has a moveset that more closely matches the real greatsword use, you might want to check it out. It's even a great greatsword to boot!
@voidrunner-616
@voidrunner-616 2 жыл бұрын
I was pleasantly surprised to see a flail. Most games tend to avoid them because I guess the chain animations/physics just aren't worth implementing when a good mace is an option.
@WJS774
@WJS774 2 жыл бұрын
I liked Skal's take on the greatswords;
@kountesskorvinae666
@kountesskorvinae666 2 жыл бұрын
Imagine how truly terrifying a Giant Dad build would be if they'd gotten the zweihander animation right
@slugmanestudios768
@slugmanestudios768 2 жыл бұрын
I just want to say that those little section you made where you show the weapons being used are extremely useful. I am an indie game developer trying to make a more historically informed third person action rpg. Pure hema is literally impossible to, the enemies wreck you so hard because they attack faster than you can react through a controller so I am calling it"stylized historical combat" I am currently working on zweihander sized weapon attacks and stances and I'm essentially just gonna animate what you did with it in this video. Thank you shad man
@andykegs5584
@andykegs5584 2 жыл бұрын
I love seeing your perspective on this, I wouldn’t even think about this in a game other than how to use the ‘set’ in a fight.
@joshuasimons9887
@joshuasimons9887 2 жыл бұрын
(game developer here)
@RuneKatashima
@RuneKatashima 2 жыл бұрын
My only defense of their animations is that sometimes they swing low and in to the ground because Souls games (I'm just collectively calling all of them that, you know what I mean) actually have a non-insignificant amount of enemies low to the ground. Rats, slimes, dogs and even prone enemies and when the player swings and any standard weapons wielded by an NPC, it all hits based on collision.
@TheJere213
@TheJere213 2 жыл бұрын
14:08
@randaru1527
@randaru1527 2 жыл бұрын
20:00
@kai_27-82
@kai_27-82 2 жыл бұрын
The banished knight sword is in the greatsword category but actually has its own unique two-handed animation set, which is FAR more controlled than the one shown in the video... so much so I can hardly believe they chose to use the one shown in the video on the majority of them! Would recommend checking it out just to see that they do actually (kind of) have an idea on europeon sword technique... they just chose to not give all of them the same treatment
@lordhelmchen3154
@lordhelmchen3154 2 жыл бұрын
I think the main reason for overswinging the "straight swords" and "greatswords" is the hitbox of the weapon. Without overswinging the zone you hit enemies with would be like a very small cone in front of the character (maybe less then a 45° cone) and gameplay-wise that would be really tedious, especially when you fight a group of enemies, whereas with overswinging the hitbox cone is like 90° to even 180° wide.
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