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Iggy 8265th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):First Street Fighter 4 Screenshot" , posted Thu 6 Dec 20:17
My biggest concern is that the background is reminiscent of Chunli's SF2 one, and Ryű looks like they tried to insert polygons in that drawing by Akiman. It's what the "tell us what YOU want to see in SF4" made me dread : the game is going to be some sort of fanboy's wet dream, with existing characters (and even backgrounds). There won't be any risk taken, not a single step away from existing titles.
Which means the game (series) won't really be able to be "a totally new series in the SF universe with its own flavour". At best, it's going to be a great homage, SFZero3 with SF3 characters in 3D, but without any personality of its own. Which might be cool, but... yet another dream match. The game is created in the boundaries of that dreadful spiral that started in 98 and killed the genre by preventing it from creating anything new, because the weight of the past is too heavy to be shaken. What SF4 should have been is another SF3 : something that takes everybody by surprise, that all the fan loathe at first because fans don't want to be surprised. Listening to the fans is the worst possible approach to create a new game. Fans (in general) are dumb, hate novelty and want a their favourite series (whichever it is) to be a rotten body that won't ever, ever be alive again. I'm even sure the game will have a groove/ism system, which is the epitome of laziness and fear to take bold decisions.
BUT the problem is that nobody in its right state of mind think Capcom USA has the symbolic right to create anything.
Maybe, MAYBE, if they hire some (japanese) people historically tied with the series, and they communicate the hell out of it (which would require them to acknowledge "nobody likes us, so look, we are not creating anything, THEY are, if you don't like this new character, it means you don't like Akiman's art and YOU are the bad fan !!!"), they could get away with creating something new. They need that kind of lightning-rod : even if 90% of the staff is American, they need an Akiman shield. Even if the game was made by (non-famous but gifted) japanese people, the project is doomed from the start because of the Capcom USA brand.
The way the game is shaping up, it's already doomed to be... SFEX4, SFZero3 3D, Hyper Street Fighter Homage, Ode to Street Fighter, whatever but not a rightful SF4.
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nobinobita 221th Post
Frequent Customer
| "Re(2):First Street Fighter 4 Screenshot" , posted Fri 7 Dec 02:18
quote:
The way the game is shaping up, it's already doomed to be... SFEX4, SFZero3 3D, Hyper Street Fighter Homage, Ode to Street Fighter, whatever but not a rightful SF4.
Hey lets not jump to conclusions now. Lets play the game first then make a proper judgement. The graphics may be 3-d but at least they are trying to make it 2-d, and isn't gameplay the most important thing anyway?
...
hahahahahaha just kidding.
The game looks weird. Ryu's head is too big, and 3-d games have never ever played like 2-d games. If they really do care about gameplay as king, and they want to maintain the sharp 2-d feel of Street Fighter, why not you know... make it 2-d?
Oh well, at least they are using a ramp shader instead of a full on toon shader, which would have been truly insulting.
I hate 3-d that's supposed to look 2-d. It's just an excuse to not draw. Cell shading is to traditional animation as Sunny D is to fresh squeezed orange juice recently picked off of a tree by a beautiful tropical woman with a hand press orange juicer.
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Maese Spt 394th Post
Silver Customer
| "let's fight like gentlemen" , posted Fri 7 Dec 09:57
Now, now, guys, this is a bit too much, even for a bunch of haters such as we Cafers are. Lets not jump into SO FRIGGIN MANY conclusions yet.
While I do think the character modeling looks hideous at best, and I admit after hearing about the returning characters I do share some of Iggys concerns as well, honestly I think Capcom has taken the only way they could. Lets face it, speaking about fighting games, nowadays there is no way you can make a really impressive thing in good ol 2D style anymore, at least not anything that would feel so fresh and ground breaking as the original SFII felt back when it hit the arcades for the first time. Not to mention it would sure as hell ruin the gorgeous legacy of SF III. A 2D sequel would not live up to the enormous expectations.
2D fighters reached their top long ago, and going that way again would only result in another lame ŕ la ArcSysWork attempt that would only be OK for those die hard fans who are still playing KOF 95 with zealot devotion. But SF deserves better than that.
I am worried by many things on those screenshots, but overall I think Capcom has made the correct, or at least the most logical decision: trying to innovate and offering something visually different to other fighting games (3D or 2D) on the market. It always thought that, should there ever be a sequel to SF, a 25D cell shaded engine would be pretty much the only fitting approach. So its kind of a relief that they are at least trying to pull that kind of thing together
even if the execution does not seem too promising so far.
But I think a SF IV was not necessary to begin with, so what do I know.
tl, dr: its not 1996 anymore, gentlemen. The world moved on.
マツケン サンバ!!!!
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Pollyanna 2385th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):let's fight like gentlemen" , posted Fri 7 Dec 10:43
Maese Spt
As usual, I disagree with you on a number of points, but I definitely think what you're saying has merit, especially in terms of an international market. If you think "Capcom of Japan has thrown away SF" and you have a US-headed project, perhaps primarily aimed at a US market, then this is not only a logical decision, it's a smart one.
However, I don't think that we've reached any kind of limit on 2D, and I'm disappointed that most companies are unwilling to produce more high-resolution 2D work.
While a low-detail cell-painted Arc Sys approach wouldn't be appropriate (unless it was SFZ4), I would love to see a 2D fighter that uses the same graphics system that VanillaWare used in Odin Sphere and Grim Grimoire. Wasn't something similar used in Rumble Fish?
Of course, this is an ideal, and I don't mean it as a counterpoint to your statement about Capcom doing the best thing they could. To me, though...if they could create a high-resolution 2D game that looked like an illustration in motion (which essentially HAS been done before), it would stick to their roots...be an obvious evolution AND turn heads.
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Maese Spt 395th Post
Silver Customer
| "Re(2):let's fight like gentlemen" , posted Fri 7 Dec 11:55
quote: Maese Spt
As usual, I disagree with you on a number of points
;_;
Ill tell you a secret: actually, I wrote my comment BEFORE seeing the newer 2 screenshots. I really thought that that posing Ryu, ugly as he was, had some kind of potential. Now, after seeing the horrid Hurricane Kick Ken, I feel like swallowing up half of my remarks
probably you guys are right and this is gonna suck pretty badly after all.
I still think 2D fighters are dead, tough. In fact, the last nail on the coffin was SFIII. But man, what a wonderful nail! You can not possibly do anything better than that in full 2D, so there is no point in trying.
Anyway, dont get me wrong. Im only talking about fighting games. In other genres, much to my relief 2D are far from dead, as Odin Sphere and that upcoming Wii ghostly samurai story demonstrate. But I dont think such kind of graphics and animation would look any good on a fighter, really. Thus, I think the cel shading was a good idea, even if Capcom does not seem to know how to implement it in an actually flashy and stunning way.
Oh, and maybe its just that Im a cel shading whore, but I think the graphics are pretty good so far. Its the character modeling what looks horrible.
マツケン サンバ!!!!
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Burning Ranger 1539th Post
Red Carpet V.I.P- Platinum Member
| "Someone explain something to me (2d v 3d)" , posted Fri 7 Dec 12:45
It might be that it's late right now and I just came back from a plane trip--or maybe I just don't get it.
But what is a *real* 2D fighter and a *real* 3d fighter? Think about this for a second...what really sets Street Fighter apart from Tekken? Don't tell me it's just about the graphics. I mean, when you play tekken, you really are playing on a 2D field with the exception of being able to briefly move side by side to "change planes", but really all you are doing is shifting to another 2D plane. But primarily, gameplay is mostly constrained in a X,Y plane with an occasionally shifting Z. How is this really so different from Street Fighter, which is based on an X,Y field (no Z)? In my mind at least, true 3D fighting would be something like Power Stone, with full fluid movement an X,Y,Z environment.
I say this because all this SF4 news is saying that the game will have 3D graphics, but 2D gameplay. But if history tells us anything, maybe real "3D" fighting has never really existed?
Advanced Cyborg E. Branger AKA Burning Ranger
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Toxico 4326th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Someone explain something to me (2d v 3" , posted Fri 7 Dec 13:07:
quote: It might be that it's late right now and I just came back from a plane trip--or maybe I just don't get it.
You are really setting your point with bad examples, tekken is a bad example as it truly was a 2d game with 3d graphics at the beggining; but later "evolved" to include a "very little" of 3d. And most other 3d fighters have been through very similar "evolution"
This is going to be a very big post, I know it...
More than the usage of 3d or 2d into gameplay; ancient 2d and 3d have set very different roots, 2d game went for a solid details that have defined their genres... and each game have built a lot from those roots.
One of the main points of the 2d vs 3d is that many of their fundamental differences will surely look lame if applied to the other genre; for example in early 3d games, we not only got that many characters where cloned into other entries, but even character that aren't cloned into each other share many moves and similarities. On old era 2d the most clones that I remember are the usual always original shoto palette head swaps from capcom. Also, many 3d games, both new and old; always boasted about "indepth" and "complexety" where as most 2d games went for the "heavily rooted in the basics" type of characters. Also, previously and perhaps even know, 2d character had more "persona" in their voice acting and animations; they weren't stuck with tons of universal moves and almost unrecognizable facial expressions....
...I myself refused to touch 3d games for years, because the characters of fatal fury projected a lot more of "persona" than tekken or virtual fighter character, more voices, more uniques animations for characters (albeit less moves), taunts and just a good old anime old school look vs a 7 blocks render pretending to be a human.
While I have been saying that very same statement that 2d isn't really that far of from 3d, there are many small tidbits and differences that players do notice, do care about and do scream about when each game "goes through the barrier" from 2d to 3d.
The only evil of the word; is the one in the heart of mens
[this message was edited by Toxico on Fri 7 Dec 13:11] |
Maou 1306th Post
Red Carpet Executive Member
| "2D vs. 3D fighters" , posted Fri 7 Dec 13:35:
quote: But if history tells us anything, maybe real "3D" fighting has never really existed?
You're right about Tekken, Ranger, which is why it never really held up for me after 3.
But true 3D has existed for years in the truly trendsetting 3D fighters. First with Tobal 2 (no overseas release I gather, which is a damn shame), then with Soul Calibur. The way to tell is simple: up and down move your character further from or closer to the screen, and a trigger button is required to jump. These are two of the very finest 3D fighters ever made, and surely the most innovative (toss in Virtua too, though it's too plodding for my tastes), and it's because they truly made 3D fighting a reality with X-Y-Z available at all times rather than just layering a bunch of 2D fights on top of each other with a "sidestep" button.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
[this message was edited by Maou on Fri 7 Dec 13:41] |
nobinobita 224th Post
Frequent Customer
| "Re(3):Someone explain something to me (2d v 3" , posted Fri 7 Dec 13:56
quote: But if history tells us anything, maybe real "3D" fighting has never really existed?
The graphics are the key difference because graphics = controls = gameplay.
In every videogame, the moment you press a button it is registered by the engine. When people say a game has good or bad controls, what they are really talking about is how responsive or appropriate the animation is. Street Fighter has excellent controls cos the moves come out at a comfortable pace, while something like say... I dunno Shaq-Fu (and alot of current gen games) are over animated and take too long for the animations to initiate and finish.
This is the major difference that effects the gameplay between 2-d and 3-d games.
2-d games are typically hand drawn with clear key frames (that is in very general terms the exact beginning, peak and end of an action). Through the magic of traditional animation the artist can control every single frame of every action. They typically already know ahead of time exactly how long and how many frames each action is allowed to be.
This stands in sharp contrast to 3d fighters, which are mostly motion captured and have much less distinct key frames. With 3-d there's simultaneously more and less control. There's more control in that all data is infinitely editable and can be sped up or slowed down without a hitch. But there's less control in that people typically just let the computer make the decisions (hence Ryu gets a boner cos the engine folds his gi in a weird way).
The result of this is that 2d fighters all have a clear "pop" to the attacks (except for Shaq-fu which was rotoscoped anyway), while 3-d fighters seem much more loose (at least to me).
There's just more that you can get away with in 2-d, like quick 2 frame attacks, or meaty punches that stick out for longer than expected. Can you imagine Sagat's crouching Fierce in 3-d? It would just feel weird.
In 3-d although its handy that the computer can inbetween all the frames for you, this can also slow down gameplay (though soul Calibur does a good job of seperating upper and lower body movements and animation so controls are more responsive).
In a 2-d fighter, you have a very real very final X Y plane where you can learn to gauge distance and timing down to the pixel. This is trickier in a 3-d game where the camera is constantly changing angles to keep up with the action.
In a 2-d fighter, your moves typically come out when you input them. Not so for 3-d games where you dial a combo and wait for it to finish.
In a 2-d fighter, you typically have to connect to continue doing a combo. Not so in 3-d fighters, where your combos come out even if you're just hitting air. This results in fights that look like 2 conga line dancers shadow boxing until one accidentally hits the other one.
I think this is actually the secret to why 3d fighters are so successful. You can mash buttons and appear to know what you're doing. This is why my best friend can play Soul Calibur with his parents, but not Street Fighter. His parents think they're awesome at Soul Calibur, but they KNOW when their son lets them win in Street Fighter, because the visual distinction in skill level is so apparent.
Anyway, I'm sure you get my point. 2d and 3d games don't feel the same. They just dont have the same controls. Alot of the differences I mentioned have more to do with conventional approaches to 3d controls, vs actual limitations of the format, but i doubt any company is going to stray from those conventions any time soon.
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Maou 1307th Post
Red Carpet Executive Member
| "ode to 3D" , posted Fri 7 Dec 14:13:
quote: they KNOW when their son lets them win in Street Fighter, because the visual distinction in skill level is so apparent.
Very good points, though I would give good 3D games more credit. The part about combos coming out even if you miss is great, but nonetheless the difference in skill level is still very apparent in 3D fighters, you just happen to be making more motions if suck than if you do in 2D, but a lack of graceful connection and flow in style is still absolutely clear.
You might get nailed a couple of times in Soul Calibur by some scrub just because they're unpredictable for lack of knowledge and you'll still get hit by attacks generated from unpredictable mashing that might not input properly in 2D, but that can be adapted to very quickly or just guard impacted. The difference in finesse still matters and I wouldn't dismiss a GOOD 3D fighter as a combo machine.
One advantage that might be brought up about the more laborious animation of 3D fighters is that there are new mental games that can be played with visual connection that are not possible in 2D. Whereas 2D fighters animate very quickly as you mention and thus a lot of the mind games and traps come from expecting whether people will trip/cross-up/grab when you've been knocked down and such, Soul Calibur's 3D animation enables you to literally have two moves that start out the exact same way but which end high or low, resulting in the mix-up and mind games and traps coming both from expectations and from very very fast visual reactions.
I'm a Nightmare/Siegfried guy, for instance, and there's plenty of those mid-animation fake-outs that exist in addition to the old 2D style trip-or-mid? traps you can do based on expectations alone (traps where you alternate between an Axel Kick trip and a Rook Splitter mid, both knockdowns). This aspect can keep certain well-made 3D fighters fresher than 2D sometimes. I've played thousands of hours of SFZero3 and Soul Calibur, my two fave fighting games, so I think there's strong merit in each very different animation and gameplay style.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
[this message was edited by Maou on Fri 7 Dec 14:19] |
D`Cloud 184th Post
Regular Customer
| "Re(4):Someone explain something to me (2d v 3" , posted Fri 7 Dec 14:39:
quote: But if history tells us anything, maybe real "3D" fighting has never really existed?
The graphics are the key difference because graphics = controls = gameplay.
In every videogame, the moment you press a button it is registered by the engine. When people say a game has good or bad controls, what they are really talking about is how responsive or appropriate the animation is. Street Fighter has excellent controls cos the moves come out at a comfortable pace, while something like say... I dunno Shaq-Fu (and alot of current gen games) are over animated and take too long for the animations to initiate and finish.
This is the major difference that effects the gameplay between 2-d and 3-d games.
2-d games are typically hand drawn with clear key frames (that is in very general terms the exact beginning, peak and end of an action). Through the magic of traditional animation the artist can control every single frame of every action. They typically already know ahead of time exactly how long and how many frames each action is allowed to be.
This stands in sharp contrast to 3d fighters, which are mostly motion captured and have much less distinct key frames. With 3-d there's simultaneously more and less control. There's more control in that all data is infinitely editable and can be sped up or slowed down without a hitch. But there's less control in that people typically just let the computer make the decisions (hence Ryu gets a boner cos the engine folds his gi in a weird way).
The result of this is that 2d fighters all have a clear "pop" to the attacks (except for Shaq-fu which was rotoscoped anyway), while 3-d fighters seem much more loose (at least to me).
There's just more that you can get away with in 2-d, like quick 2 frame attacks, or meaty punches that stick out for longer than expected. Can you imagine Sagat's crouching Fierce in 3-d? It would just feel weird.
In 3-d although its handy that the computer can inbetween all the frames for you, this can also slow down gameplay (though soul Calibur does a good job of seperating upper and lower body movements and animation so controls are more responsive).
In a 2-d fighter, you have a very real very final X Y plane where you can learn to gauge distance and timing down to the pixel. This is trickier in a 3-d game where the camera is constantly changing angles to keep up with the action.
In a 2-d fighter, your moves typically come out when you input them. Not so for 3-d games where you dial a combo and wait for it to finish.
In a 2-d fighter, you typically have to connect to continue doing a combo. Not so in 3-d fighters, where your combos come out even if you're just hitting air. This results in fights that look like 2 conga line dancers shadow boxing until one accidentally hits the other one.
I think this is actually the secret to why 3d fighters are so successful. You can mash buttons and appear to know what you're doing. This is why my best friend can play Soul Calibur with his parents, but not Street Fighter. His parents think they're awesome at Soul Calibur, but they KNOW when their son lets them win in Street Fighter, because the visual distinction in skill level is so apparent.
Anyway, I'm sure you get my point. 2d and 3d games don't feel the same. They just dont have the same controls. Alot of the differences I mentioned have more to do with conventional approaches to 3d controls, vs actual limitations of the format, but i doubt any company is going to stray from those conventions any time soon.
I agree with you at some points BUT i do believe there will be a 3D game out there that will feel 2D some day. some things you said are doable in 3D. on sf4 though, cant complain about the gameplay for now but man the art direction sucks. It's SF EX4.
a good 2d but 3d graphics ive played is Castlvania chronicles on PSP. only problem i have with it is the hit box. CANT freakin distinguish the damn hitbox. but overall it looks and plays great.
http://www.dustinuy.com
[this message was edited by D`Cloud on Fri 7 Dec 14:42] |
EddyT 606th Post
Red Carpet Regular Member
| "Re(2):let's fight like gentlemen" , posted Fri 7 Dec 14:45
quote: Maese Spt
As usual, I disagree with you on a number of points, but I definitely think what you're saying has merit, especially in terms of an international market. If you think "Capcom of Japan has thrown away SF" and you have a US-headed project, perhaps primarily aimed at a US market, then this is not only a logical decision, it's a smart one.
However, I don't think that we've reached any kind of limit on 2D, and I'm disappointed that most companies are unwilling to produce more high-resolution 2D work.
While a low-detail cell-painted Arc Sys approach wouldn't be appropriate (unless it was SFZ4), I would love to see a 2D fighter that uses the same graphics system that VanillaWare used in Odin Sphere and Grim Grimoire. Wasn't something similar used in Rumble Fish?
Of course, this is an ideal, and I don't mean it as a counterpoint to your statement about Capcom doing the best thing they could. To me, though...if they could create a high-resolution 2D game that looked like an illustration in motion (which essentially HAS been done before), it would stick to their roots...be an obvious evolution AND turn heads.
I second that emotion. Hi-Def gives 2D new life because it can show details and vibrancy that no other sprites could ever show. I never understood the mentality of companies thinking games HAVE to be in 3D to become popular with the crowd.
Then again, I do understand companies going the way of 3D because it's easier to manipulate 3D models, rather than draw a character in multiple animations.
Maybe 2D animation itself will be a lost art in about 10-20 years... who knows?
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Iggy 8270th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):let's fight like gentlemen" , posted Fri 7 Dec 18:45
quote: It always thought that, should there ever be a sequel to SF, a 25D cell shaded engine would be pretty much the only fitting approach.
But I think a SF IV was not necessary to begin with, so what do I know.
I agree with these two sentences. Really, I don't think these two shots are THAT ugly. Especially if you think (hope?) you won't see the characters that way except during the replays. From a far away angle, it might look good.
My problem with this game lies far, faaar above. And reading that "between SF2 and SF3" part, I think they just should have called the game "SF2 3D", ditch the HD remake, and they would have reached exactly the market they aimed for. I don't want old characters reutrning, I don't want new characters, I don't want Capcom USA touching this series anymore.
OH ! On a totally different topic : please, tell me Capcom USA doesn't have the Vampire brand ?
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Just a Person 1024th Post
Red Carpet Premium Member
| "Re(2):let's fight like gentlemen" , posted Fri 7 Dec 20:28
quote: If this game really does take place between SF2 and 3, I'll be pissed. I do not want SF Beta. Nor do I want them to pretend the SF3 cast doesn't exist just because the majority of gamers are too thick to realize there was a SF3, let alone three of them.
I agree. And it would be weird to assume that the players don't care about SFIII; I always thought that SFIII 3rd. Strike was very popular, specially in these tournaments.
Then again, let's remember: so far, this info is JUST A RUMOUR. There are still chances that SFIV happens AFTER SFIII. And even if it happens between SSFIIX and SFIII, that doesn't prevent some of the SFIII characters (like, say, Dudley, Hugo, Sean, maybe Ibuki or Urien) from appearing.
BTW, what are the chances that grown-up Sakura appears in it??
I can be any person in the world ... maybe I'm this person right in front of you ... or maybe I'm not !!
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nobinobita 225th Post
Frequent Customer
| "Re(1):ode to 3D" , posted Sat 8 Dec 02:53
quote: Soul Calibur's 3D animation enables you to literally have two moves that start out the exact same way but which end high or low, resulting in the mix-up and mind games and traps coming both from expectations and from very very fast visual reactions.
Hmmmm I think i'll play Soul Calibur more seriously from now on cos those mixups sound awesome. I like 3d fighters actually (Soul Calibur and Tobal 2 being my favorites), I was just trying to stress that they tend to feel very different than 2d fighters, a point that you've supported even better than I have with your deeper knowledge of 3d fighter mechanics.
quote: a good 2d but 3d graphics ive played is Castlvania chronicles on PSP. only problem i have with it is the hit box. CANT freakin distinguish the damn hitbox. but overall it looks and plays great.
That's exactly what I mean! 3d games feel too loose for me to fully get into. I also have no clue how Smash Bros works, because I never know when Im in range or actually have priority or not while striking. New Super Mario Bros had some good controls though... but still not as pixel sharp as any regular 16bit or 8bit mario.
quote: Maybe 2D animation itself will be a lost art in about 10-20 years... who knows?
As long as Japan is around, 2d animation will be around. Also, I'm hoping that eventually 2d visuals will have a strong comeback in the US(at least in niche form) because the novelty of 3d realism will wear off. I think this can already be seen on a small scale looking at those Esurance commercials with the pink haired girl. If those were 3d cg, I doubt theyd be as eye catching and stylish popular as they are. Also, that movie Enchanted has some 2d sequences that mark Disney's return to traditional feature animation.
quote:
Visually I think 2-D hasn't reached its limit. My idea would have been to keep it 2d but farm out the work to an animation studio.
My God that's a fantastic idea. Can you imagine a fighter done in ultra hi res with animation by Takeshi Koike? Or Robert Valley? Norio Matsumoto? Or Hiroyuki Okiura? Or Ryo Chimo? Or just any of these guys in general:
http://catsuka.com/focuson_anim.php
The result would be a razor sharp, beautiful looking game the likes of which has never been done before. I think it would turn heads, even if you're not particularly into 2d fighters.
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nobinobita 226th Post
Frequent Customer
| "Re(3):Re(10):First Street Fighter 4 Screensho" , posted Sat 8 Dec 03:18
SF3 also had tons of characters that fit more traditional and real world archtypes like Alex the traditional/US army wrestler, Hugo the Pro Wrestler, Sean who used some MMA moves, Makoto (my favorite) who takes her moves straight from the legendary God Hand Mas Oyama, Elena the Capoeira fighter (I know Capoeira is Brazilian, but its descended from African dancing and fighting traditions), Dudley the first atypical black boxer in videogames, Oro the kungfu hermit, Yun and Yang the Hong Kong kungfu/wang chung hoodlums, Makoto the ninja, Even Gill and Urien fit the world fighter idea with their immodest greek wrestling garb.
This has been said many times before, but I'll say it again. I like the SF3 cast because they really were a new generation of fighters with the same spirit as SF2 (that is a varied cast of "world warriors").
They also had a unique Capcom design sense that's more about reflecting the character than making them look as cool as possible.
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Bootation 573th Post
New Red Carpet Member
| "Re(4):Re(10):First Street Fighter 4 Screensho" , posted Sat 8 Dec 04:16
quote: SF3 also had tons of characters that fit more traditional and real world archtypes like Alex the traditional/US army wrestler, Hugo the Pro Wrestler, Sean who used some MMA moves, Makoto (my favorite) who takes her moves straight from the legendary God Hand Mas Oyama, Elena the Capoeira fighter (I know Capoeira is Brazilian, but its descended from African dancing and fighting traditions), Dudley the first atypical black boxer in videogames, Oro the kungfu hermit, Yun and Yang the Hong Kong kungfu/wang chung hoodlums, Makoto the ninja, Even Gill and Urien fit the world fighter idea with their immodest greek wrestling garb.
This has been said many times before, but I'll say it again. I like the SF3 cast because they really were a new generation of fighters with the same spirit as SF2 (that is a varied cast of "world warriors").
They also had a unique Capcom design sense that's more about reflecting the character than making them look as cool as possible.
Phew i say it looks godawful. why didn't they go more Okami animation style. Why do you see Ryu's fucking dick in a videogame? This has got to be an american production. They are trying a new dead or alive angle except its male.
Huge fuck up.
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also chek out http://myspace.com/atomiswave2
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nobinobita 228th Post
Frequent Customer
| "Re(10):ode to 3D" , posted Mon 10 Dec 02:50
quote: In my city,KoF 2002 still mauls something like 250 credits per day, every day; and has been doing so since it was released, and my city has less players than other cities.
That's nice, but how many arcade machines are they selling? And then, how many different people are going to buy the games? You have to think about how the publisher is making money. It's probably the same small crowd coming back over and over to play, not a huge pool.
Still, I'm sure according to their research there is a consistent crowd that will always buy Street Fighter just for the name. They are sure to hit the hardcore crowd with sales, which is still a substantial amount of people world wide. It may not be in the millions, but its surely in the hundreds of thousands of sure sales.
If anything, maybe Capcom needs to be of the mind that Street Fighter can't be a mainstream hit anymore, but they can make it a small budget (2d) title and recoup the costs easily with no risk.
Which... is probably what they're doing with SFHD. Man, the future of Street Fighter is hopeless.
Which is why someone from this board needs to become a billionaire then start recklessly bankrolling games that they want to play with no regard for actual world wide profits.
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Toxico 4330th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Re(10):ode to 3D" , posted Mon 10 Dec 04:43:
quote: start recklessly bankrolling games that they want to play with no regard for actual world wide profits.
Actually, I'm quite aware that; while the numbers on my arcades are neat, and it's more than just a small group replaying the game endlessly; even though that's "strong", it does not matter because, "it's not japan". While companies do care to some point wich effect their game has world wide, they mainly care for what's right at hand; and that's aiming to japanese audience.
Companies think that japan has the most amount of players, and each player has the most amount of money, and that each specific market has the most amount of impact, and before making their games famous in countries that they can't care less about; they have to be a big hit in their homeland, and that's only natural; you don't want a company, who's building is next door, trashing your products in your town, even if you are the biggest thing that has happended to the world right after Iggy in school girl uniform.
That's why most game have "japanese audience" strongly written all over the face, and while they add content to "drag in" people from other countries, their main focus roots are always strong, and even game play is designed to fit japanese "rhythm" tastes.
The only evil of the word; is the one in the heart of mens
[this message was edited by Toxico on Mon 10 Dec 04:46] |
Toxico 4330th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Re(10):ode to 3D" , posted Mon 10 Dec 05:50
quote: Sorry if I sounded condescending, my apologies :p
I took no offense what so ever; I was just pointing out at how I know how my "market" is thought as weak, or really not thought off at all.
And, actually, I do care that the current game market is focusing in their audiences; in the good old times, companies made games without giving credit to a market at all; they didn't care what people thought; they did whatever they had in their minds, and they took out whatever they had in their chest; now they, the thing goes with number, it's like if game makers think that their own ideas wouldn't sell, but instead catching on the public idea will ensure success.
The only evil of the word; is the one in the heart of mens
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makatiel 204th Post
Frequent Customer
| "Re(4):Re(10):First Street Fighter 4 Screensho" , posted Mon 10 Dec 11:33
quote: SF3 also had tons of characters that fit more traditional and real world archtypes like Alex the traditional/US army wrestler, Hugo the Pro Wrestler, Sean who used some MMA moves, Makoto (my favorite) who takes her moves straight from the legendary God Hand Mas Oyama, Elena the Capoeira fighter (I know Capoeira is Brazilian, but its descended from African dancing and fighting traditions), Dudley the first atypical black boxer in videogames, Oro the kungfu hermit, Yun and Yang the Hong Kong kungfu/wang chung hoodlums, Makoto the ninja, Even Gill and Urien fit the world fighter idea with their immodest greek wrestling garb.
This has been said many times before, but I'll say it again. I like the SF3 cast because they really were a new generation of fighters with the same spirit as SF2 (that is a varied cast of "world warriors").
They also had a unique Capcom design sense that's more about reflecting the character than making them look as cool as possible.
Amen! The designs in SF3 were fucking awesome. I just don't see how a game with Blanka and Dhalsim in it can be "less weird" than SF3. I mean, serious, Blanka!
On a slightly different note, I don't understand why anyone likes Akiman. He sucks. Nishimura Kinu is his superior in every way.
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Baines 212th Post
Frequent Customer
| "Re(5):Re(10):ode to 3D" , posted Mon 10 Dec 15:58
quote: And, actually, I do care that the current game market is focusing in their audiences; in the good old times, companies made games without giving credit to a market at all; they didn't care what people thought; they did whatever they had in their minds, and they took out whatever they had in their chest; now they, the thing goes with number, it's like if game makers think that their own ideas wouldn't sell, but instead catching on the public idea will ensure success.
Which is a pretty good description of the design process behind SF4, everything being driven by fan response and market research, according to this post: http://www.capcom.com/BBS/showpost.php?p=440928&postcount=20
Too bad Capcom of America didn't note that Snakes on a Plane became driven by such fan response as well.
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EddyT 610th Post
Red Carpet Regular Member
| "Re(4):Re(10):ode to 3D" , posted Mon 10 Dec 20:22
quote:
I pray that latest the cover of EGM is not an actual Akiman drawing. If it is then he really doesn't care at all, because even his quickest laziest sketches in the past have looked better than that.
Unfortunately, that's what I have noticed from a majority of artists that I have liked in the past... most of them are video game character illustrators. It seems like later on in their careers, they try something new and start to draw differently. Although I admire their courage on the matter, at the same time they end up going away from the very things that I had loved about their artworks in the first place. The end result is usually a shade of their previous work. It's tough to see that.
Akiman is one of those artists, along with Bengus/CRMK. I thought Bengus was one of the most amazing artists I've ever seen... his anatomy and ability to express the figure was truly inspirational. I especially loved his works in Vampire Hunter and Zero 2. It got me to the point where I became serious and started to learn how to draw. I still do to this day, 12 years later.
However, when I saw his new works in Vampire Savior, it just seemed so stiff and drab compared to the Vampire Hunter illustrations. IMO, it hasn't been the same ever since then. It's a shame, but I still view his earlier works as one of the most influential sources of my life as an artist.
Tsukasa Kotobuki is also another artist that I really admired before, but his art isn't as awesome nowadays. Akiman still has some good drawings (like the Chun-Li illo with her sitting on top of a oil drum eating a BBQ pork bun), but other drawings of his aren't very appealing to me. I do have to agree that the EGM cover with Ryu does look to be a little lackluster.
One consistent artist that I still admire to this day... I love Kinu Nishimura's work. I'm glad she hasn't deviated much since her early days. She's actually gotten much better since, but her illustrations for Super SF X were impressive already.
Oh, and... I'd like to be that billionaire that will fund SFIV. I would get them to junk the 3D business and hire a big studio to do the spritework.
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Time Mage 2615th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Street Fighter 2.5D" , posted Tue 11 Dec 19:29
quote: I'm one of those people that never got any good at SF3 because I couldn't parry to save my life. Whenever I played SF3, or Alpha, for that matter, I more or less played like it was SF2 (and I play KOF roughly the same way what with I couldn't combo to save my life, either). That probably means I suck horribly at fighting games, but I find a certain elegance in that simplicity.
Yeah, you suck. I mean, sorry, that's a pity, but fighting games (or games in general) shouldn't be always aimed at the lowest common denominator. Or aimed at nostalgic people.
The SFIII series were amazing, having only 4 of the original SSFIIT cast in their last installment, while having some of the best character designs of any 2D fighter. Original, effective, and representative.
Now, if their goal is to "include as many SFII characters as possible" that's already limiting the amount of new characters and characters returning from other SF titles as well.
And the time period: As stated above, if this is going to be before SFIII, it shouldn't be called SFIV, period.
Finally... I can't help but STILL being excited... ;_;
Dragon Kick your ass into the Milky Waaay~~ (Milky Waaaay)
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Pollyanna 2390th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Street Fighter 2.5D" , posted Tue 11 Dec 20:00
quote: Yeah, you suck. I mean, sorry, that's a pity, but fighting games (or games in general) shouldn't be always aimed at the lowest common denominator. Or aimed at nostalgic people.
In terms of gameplay, I think creating something that's easy to get into is a good idea for this game, though. Of course, I like a deal of complexity in my games, but the idea is to create something that is reasonably deep without being alienating. I think SF 2 fits that bill.
I can't play most fighting games with my friends. I have to say "here, I'll let you borrow it. Come back in two weeks and THEN we can play."
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Time Mage 2616th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Street Fighter 2.5D" , posted Tue 11 Dec 22:08
quote: In terms of gameplay, I think creating something that's easy to get into is a good idea for this game, though. Of course, I like a deal of complexity in my games, but the idea is to create something that is reasonably deep without being alienating. I think SF 2 fits that bill.
But Street Fighter III already managed to do that! If you just don't use parries, EX moves, or even supers, you are playing SFII. I have a friend that was really good at SFII but never touched any of the other SF games. When I played him in SFIII, and I didn't use any of the advanced tactics (parry, juggle combos, etc.), he usually beat me with Ryu. The games had the SFII engine, and then it had an added layer of depth for those who wanted to use it. Two people who never played anything but SFII and picked Ryu and Ken would feel right at home with SFIII. That's why I don't understand the removal of parries or other defensive maneuvers for those precise reasons. Of course, you can have a perfectly fine game without those, but "old players won't feel at home" is not the excuse.
Dragon Kick your ass into the Milky Waaay~~ (Milky Waaaay)
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Time Mage 2617th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):SF IV: Cry for the Future" , posted Wed 12 Dec 18:15
quote: Are there any mirrors for the deleted scans on that thread? From what I gathered from them, I can't blame the guy for what he is doing, with that goal in his mind. Still, I can't agree with his reasoning for not doing it 2D, and overall it's a huge step back so in it's current form it doesn't appeal to me. Let's see how the finished game(s) turn out.
Here you have all the scans:
http://www.anaitgames.com/?p=7065#more-7065
And I agree, with the goal he's pursuing, this is probably the best way to go... Sadly, I don't share his goal (bring SF back to those who remember the original SFII). I think that making too many old characters from SFII reappear will severely limit the amount of new faces possible, not to mention characters from the Alpha and III sagas.
quote: Also, isn't kind of fishy that he doesn't mention CUSA anywhere? He says it was his or his team's effort to make SFIV happen.
Yeah, I wondered too. It seems that SFIV is being developed only because he insisted so much.
Dragon Kick your ass into the Milky Waaay~~ (Milky Waaaay)
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dr baghead 3735th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):SF IV: Cry for the Future" , posted Wed 12 Dec 19:07
quote: I think that making too many old characters from SFII reappear will severely limit the amount of new faces possible, not to mention characters from the Alpha and III sagas.
I really wonder how "new" any new characters would be.
When you think about it, given how pandery the game is do they even need to make up "new" characters?
There's Haggar, Poison (not to mention the MANY other Final Fight stoogs, bosses, and playable characters from 1,2,3 and Streetwise they could tap into), 10 dolls that haven't been playable yet. Joe, Lee, Mike (if he's not offically Bison), and Retsu were never updated. What about some Slam Masters characters? They're in SF cannon techincally right? If Ingrid is now 'offically' a Street Fighter her buddies (Rook and DD?) could make the jump as well. What about Gouken? He's implied in the article and he'd be an easy enough Akuma reskinning... Go Hibiki could be a 'Shin/Evil' counterpart if my favorite character returns appealing to the crowd who want a "Dan who doesn't suck" for some reason (and on a similar note to dead mentor's being playable I always thought Chun-Li's pop would make a good hidden character maybe they could toss him in as well).... or tapping the same field that lead to Lily Kane being in KoF:MI2 Guile's Daughter or Wife, Ken's Son or Wife, Chun-Li's Students, Yun/Yan/Necro's girlfriends, Karin's butler, Gil's seceritary, and most importantly of all: Mikhail Gorbachev! (yes I know Zangeif's boss is not really Gorbachev, but do I care?!)
I guess what I'm saying it is: I'm gonna be REALLY surprised if they even bother to make a new character for the game instead of a "playable for the first time!" character... I'll be even more surprised if they make a new character they're visually appealing (Ingrid and friends didn't do it for me) and even MORE surprised if they make them visually appealing AND fun to play as AND with any sort of lasting effect. (cuz let's face it when they need to do SF5 the newbies in SF4 are gonna be the first cut so Sean and Remy can come back)
Also on a similar note: It's okay by me they want to bring back some SF2 character since they were popular and all... but they should at least do it Tekken 4 style and age them or something. I mean Tekken 4 was just as pandering with it's cast roaster as SF4 seems to be, but at least they had the tact to say Kazua was cloned and the game took place after number 3 and crap.
Blanka and Dan make for a most excellent tag image (yeah still not funny) my silly little drawin's
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Dr Baghead 3736th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):SF IV: Cry for the Future" , posted Thu 13 Dec 03:38
quote: No. Forget those guys. If we don't even get SF3 characters, I certainly don't want to see Alexander the Grater. Wrong, wrong, wrong. Also, Tekken 4 sucks. And Kazuya was never cloned.
I think you missed my point. I wasn't saying "OH! They should include..." I was saying "The game is catering so much to fanboys I bet instead of making up new, unseen/heard of characters they just start updating old exisiting ones." How Maki, Eagle, Yun, and Ingrid are "new characters" in some portable SFA3/SFZ3 ports when they've been around in other games.
Also, EVERY Tekken sucks. I just 4 as an example since just like SF it made the "next generation" jump then quickly reverted the cast to a pandery "best of" line-up. Tekken at least kept it in the future it didn't decide "you know this takes place BEFORE Kazuya was thrown in the lava, so between then and Tekken 3 is when we're setting this" (also Kazuya never cloned? Are you saying that in the "No Greedo NEVER shot first" denying a stupid storypoint way or did they retcon away his death? I don't follow Tekken and if they Rectoned away him falling in an active volcan... w t f?!)
Maybe I should have used "Mark of the Wolf" as the example? Since SNK worked some of those characters into KoF when the timelines matched up letting people have their old favorites AND the next generation rather then ignoring and overall cheapening the game set in the future.
Blanka and Dan make for a most excellent tag image (yeah still not funny) my silly little drawin's
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Toxico 4337th Post
Platinum Carpet V.I.P- Board Master
| "Re(10):SF IV: Cry for the Future" , posted Sat 15 Dec 02:34:
quote: While I knew they were "off" in timeline, I thought AOF had been shifted up 10-15 years so it could fit [shrug].
It hasn't been properly stated how long is the time gap for AoF, as some games state different dates (For example, imagine that AoF 2 says 7 years, and buriki says 9 years, and dominated mind says another amount of years).
Not only AoF hand got bitten, but Fatal fury had many events screwed up ass well (by 94, Geese was supposed to be death in FF; but was discovered alive in fatal fury 3, and after that, geese demise in real bout and south town economical ruin where ignored by KoF).
The only evil of the word; is the one in the heart of mens
[this message was edited by Toxico on Sat 15 Dec 02:37] |
Time Mage 2620th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):Gameplay" , posted Sat 29 Dec 08:32
quote: I wonder if super can level up like Alpha. You see Ryu do two kinds of Shinkuu Hadoukens; one where the camera changes and another where it doesn't. Maybe that is the Ultra combo thing, but I thought those were short cinematic combos. I think we see Ken's, but I am not too sure.
I think that's the Ultra Combo, as well as Ken's Shinryuken. And I actually like the fact that it's cinematic, but not a sequence outside of the game, like many anime-based fighters.
Regarding the gameplay... The game in movement feels right to me. I like the pace, and I like the collisions (that's very important, at least to me). However, seeing the models in movement I'm not too fond of them. Not horrible, but not as good as I'd like. They look too bulky for my tastes. Maybe they'll grow on me over time, or they'll touch them a bit for better, I don't know.
I would have liked to see the revenge system in action, too.
Dragon Kick your ass into the Milky Waaay~~ (Milky Waaaay)
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Just a Person 1028th Post
Red Carpet Premium Member
| "Re(2):Gameplay" , posted Sat 29 Dec 09:52
quote: Regarding the gameplay... The game in movement feels right to me. I like the pace, and I like the collisions (that's very important, at least to me). However, seeing the models in movement I'm not too fond of them. Not horrible, but not as good as I'd like. They look too bulky for my tastes. Maybe they'll grow on me over time, or they'll touch them a bit for better, I don't know.
Yeah, maybe the team working on this game will still update the character models. From what the 1UP people said, it seems that SFIV is still in a VERY early stage of development, so a lot of things may still change.
I agree about Ryu and Ken looking too bulky, and specially Ryu's face looked weird. Mainly when Ken hit him hard in the stomach, and Ryu's mouth became really huge... I mean, unrealistically huge (although SF was never about realism, so it may not be as bad as it seems).
But other than that, it looks very good, actually. Much better than what I was expecting (and I'm one of the most optimistic people over here). SFIV may actually be a great game. Now I hope some footage of bulky Dhalsim and unfinished Chun-Li appears on the net soon...
I can be any person in the world ... maybe I'm this person right in front of you ... or maybe I'm not !!
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Iggy 8301th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Gameplay" , posted Sat 29 Dec 22:44
quote: "American"...well...I've seen a number of Japanese people make similar comments, so it's not just fat bearded Americans. I don't know if Japan knows "American" when they see it, but between Americans knowing "American" and Japanese knowing "not Japanese", I'd say the game has an "American" (or American friendly) flair to it.
I think the problem is not whether SF4 looks American or not, but really whether the previous SF, or even most of Capcom's historical production, looks purely Japanese or Americanized-Japanese. Remember Capcom always loved the American culture, from Final Fight to making X-men games with purely japanese teams, before the TV series or movies made them widely popular, not just "for American audiences" but also because the staff liked the comics (the same staff who did the Jojo fighting game, for the same reason). Or the fact that most of the monsters in Vampire are references to western, and more specifically cheesy American movies (mummy, werewolf, creature of the black lagoon...). Even Bishamon is less of a folkloric Japanese creature and more of a "Japanese frightening thing anyone who saw a samurai movie in its life could identify". The only monster that feels really Japanese would be... Phobos I think ? And as for Street Fighter, I really don't feel SF2 or 3 look that Japanese, neither the art nor the general art direction. And let's not even begin with Third Strike's music. It's a Japanese take on popular American aesthetics.
People who think SF4 doesn't look Japanese are right. Those who think it doesn't look Japanese enough either haven't played much Street Fighter or don't really know what Japanese means. And that counts for American and Japanese people all alike.
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nobinobita 240th Post
Frequent Customer
| "Re(5):Gameplay" , posted Sun 30 Dec 04:00
quote:
People who think SF4 doesn't look Japanese are right. Those who think it doesn't look Japanese enough either haven't played much Street Fighter or don't really know what Japanese means. And that counts for American and Japanese people all alike.
I agree that SF4 looks more American, but it's not cos of what the fat man said, that they're big and muscular. It's got more to do with the modeling and color choices.
SF2 never looked traditionally anime or ukyo-e, but it still looked very much like a Japanese game from that time period, even in the way it was influenced by American pop culture.
Japanese artists have always been very international with their influences. Japan is the most literate country in the world, and their artists generally look to just about anything for inspiration. Capcom artists use color like impressionists, with anatomy like Rodin. Kazushi Hagiwara incorporated elements of Gustave Dore's bible and Divine Commedy prints into the later chapters of Bastard. Yukito Kishiro was heavily influenced by 2000AD British comics when working on the original GUNM. Kentaro Miura makes Hieronymus Bosch style monsters, prefering to make them creepy and ugly instead of just "cool" looking. Animes from Madhouse like "Combustible Campus Guardress" were incorporating Mike Mignola style shading way before Mignola ever even had his own properties turned into animation.
There's so much variety to Japanese pop culture art out there that it's really silly to limit it to just big eyes and pretty boys (even if that is what makes up half the stuff that's actually brought out to the states)
hmmmm, now I'm curious, what do you all think looks "Japanese" about Japanese art?
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D`Cloud 191th Post
Regular Customer
| "Re(6):Gameplay" , posted Sun 30 Dec 05:02
quote: People who think SF4 doesn't look Japanese are right. Those who think it doesn't look Japanese enough either haven't played much Street Fighter or don't really know what Japanese means. And that counts for American and Japanese people all alike.
I agree that SF4 looks more American, but it's not cos of what the fat man said, that they're big and muscular. It's got more to do with the modeling and color choices.
SF2 never looked traditionally anime or ukyo-e, but it still looked very much like a Japanese game from that time period, even in the way it was influenced by American pop culture.
Japanese artists have always been very international with their influences. Japan is the most literate country in the world, and their artists generally look to just about anything for inspiration. Capcom artists use color like impressionists, with anatomy like Rodin. Kazushi Hagiwara incorporated elements of Gustave Dore's bible and Divine Commedy prints into the later chapters of Bastard. Yukito Kishiro was heavily influenced by 2000AD British comics when working on the original GUNM. Kentaro Miura makes Hieronymus Bosch style monsters, prefering to make them creepy and ugly instead of just "cool" looking. Animes from Madhouse like "Combustible Campus Guardress" were incorporating Mike Mignola style shading way before Mignola ever even had his own properties turned into animation.
There's so much variety to Japanese pop culture art out there that it's really silly to limit it to just big eyes and pretty boys (even if that is what makes up half the stuff that's actually brought out to the states)
hmmmm, now I'm curious, what do you all think looks "Japanese" about Japanese art?
im looking at the samurai spirits sen and for me its very close to being japanesey.. although it has some influences of american here and there
http://www.dustinuy.com
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D`Cloud 192th Post
Regular Customer
| "Re(2):Re(10):Gameplay" , posted Mon 31 Dec 00:30
quote: I'm not getting in an argument about what is or isn't American or Japanese. I don't have nearly enough time to spare.
Also...
My only concern is the speed, which looks sluggish, but that might only be the video slowing the footage down to fill time.
Actually, I believe they said the final product may be SLOWER.
But the final product could be a lot of things.
Annnd....
D`Cloud
I had Battle Fantasia in mind as well when I made that statement. I can agree that it animates much better than SF 4 and that it shows less of the 3D in 2D problem, but I don't think it's devoid of the issues, just "reasonably devoid" of the issues. Certainly "comparably devoid".
What do you mean less linear, though? It's completely linear.
yes battlefantasia needs refinement but it knows what it should feel like. by linear i mean in animation.. its snappy. it gives the uhmp factor. how the hell do i explain this in words?
instead of 1,3,5, its 1,2,5. 1 starting to punch and 5 the end frame punch.
http://www.dustinuy.com
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Time Mage 2623th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):New Character" , posted Thu 10 Jan 00:19
She's REALLY different from the typical SF design, wow. Now I'm confused: Didn't Ono say he wanted to preserve the "SFII spirit"? Well, she looks, at first glance, really out of place, design-wise. It's not a bad design per se, but to me, she would fit better in KOFXII or Tekken 6. However, she has bonus design points for resembling Vanessa a bit.
Maybe once she starts moving and we get different shots at her design, she'll look less out of place.
Dragon Kick your ass into the Milky Waaay~~ (Milky Waaaay)
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shin ramberk 322th Post
Bronze Customer
| "Re(4):New Character" , posted Thu 10 Jan 00:32
quote: She's REALLY different from the typical SF design, wow. Now I'm confused: Didn't Ono say he wanted to preserve the "SFII spirit"? Well, she looks, at first glance, really out of place, design-wise. It's not a bad design per se, but to me, she would fit better in KOFXII or Tekken 6. However, she has bonus design points for resembling Vanessa a bit.
Maybe once she starts moving and we get different shots at her design, she'll look less out of place.
Completely agree with all your points TM. We'll have to see how she looks while in movement to better judge her but initially, she does look a little out of place.
http://ramberk.blogspot.com
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