Here's a hot take.
Gen V's Animated Pokémon Sprites weren't really that good.
Let's take a look at Snivy. I'm picking Snivy because as a starter, it's one of the first mons you'll ever see.
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While I recognize that some mons in Gen V have very expressive animations, Snivy represents some of the issues I have with the moving sprites.
Look at just how much it moves. Ironically, despite the new 3D models having bad idle animations because they're pretty much statues. (Shoutouts to Machoke)
Snivy's sprite is always contorting, moving, squishing, and stretching until it reaches its unique animation, which makes the loop very obvious and that's
horrible in animation. And to make things worse, most mons are like this. A lot of them just look like they drank a whole bottle of coffee and can't stay still no matter what.
Now let's take an example of a good, expressive idle animation.
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Yep. This is an animation straight out of Sword and Shield. Ironic, isn't it?
You'll immediately notice one thing, Mr. Rime doesn't stand still either. But in its case, it actually works in its favor and it's not
constantly tap-dancing, because its attack animations provide a clear break from its idle animation.
What I want to focus on here is how
expressive it is. This animation embodies Mr. Rime as a character.
I could've taken animations from the other 3D games like Stadium and PBR, but I actually wanted to bring a SnS animation because GF still has the potential of making high-quality animations and they made a lot of them in those games.
My biggest issue with SnS animation-wise is how underused they are. They could have done so much more, especially if they used a PBR-style camera, which would help immensely on the stadiums to really portray the scale of Dynamax/Gigantamax. But they went with the terrible, classic-style emulation camera they used on the 3DS games. It's nice on small screens like the 3DS, but on the Switch?
Yet more wasted potential.