I would’ve been ok with SF4’s graphics overall if it weren’t for the fact that 1: Too much color on most stages, 2: Having lighting shifts on some stages like pit stop and mad gear hideout, 3: The backgrounds being too graphically similar to characters in the foreground that sometimes it was hard to distinguish the 2 and 4: Backgrounds were largely just too busy. Like the solar eclipse stage would’ve been my #1 favorite stage if it didn’t have the cast from the Lion King coming to pop a squat and watch me play and look like they’re ready to burst into song at any given time.
This is pretty important to me. Chun Li is on of my favorite VG characters and SF4 just got her wrong. The Chun Li and Guy in SF4 are basically impostors. Seriously that is not Guy.
No. NO NO NO NO NO NO NO.
http://i.imgur.com/rrKz7qV.gif
I might be able to take Ryu and Ken players more seriously in SF5… for some reason I keep thinking I’m losing to players who have down syndrome because of how retarded their characters look/act.
All that drama on SFV graphics is, imo, retarded
SFV graphics are fine, and they are definitely better than SF4
d3v
13
SFIV was an early attempt at creating a style that mirrored that of some of artists who worked on the franchise (Akiman, Bengus, Ikeno, etc.) and it shows, especially at how much better the later characters look than the earlier ones. SFV is a refinement of that style, the proportions on the characters are better and there’s more detail where it’s needed.
Gojira
14
I don’t hate the SF4 art style, but… prefer? To SF5? SF5’s look is an improvement in every single possible way.
And don’t assume that every stage in SF5 is going to be as dark as the only one we’ve seen so far; there’s bound to be some much brighter ones.
Daemos
15
To be honest, I hope not. I would prefer a more limited or restrained color palette and to stay clear away from too many colors, especially bright ones at once. Just little more darkness and grit please, we haven’t had it a while.
javert
16
Quality of graphics (lighting and textures): SF5 is better in every way, SF4 looks primitive by today’s standards.
Tone and palette: a matter of tastes. I rather have SF5 darker tones and I hope the first looks are the ones that prevail.
Character models: better than SF4 in detail, but still as bad in terms of style. Chun Li’s hand size makes me question her gender, the Broly legs are still around and the head is rather tiny. Ryu has ogre like teeth in some of the screenshots. Considering that the improvement in graphics wasn’t going to be huge, the art direction could have been the 180° that makes the game feel fresh.
d3v
17
Art style was never going to change simply because that has been their art style since the 1990s.
And it’s not just sprites either. Seriously, look at Morrigan’s man-hands in the art for the original Darkstalkers.
Or how Demitri’s head can fit inside his bicep.
Realistic art has never been a Capcom thing. You want something like that, go play KoF.
All this to the end of time.
Well it doesn’t look like you’re getting much agreement although I’d agree with you for the most part. I wouldn’t say I prefer SF5’s graphics over SF4, SF4 brought back an entire generation of players. I do actually like the stylised inky art graphics compared to the SF5 Tekken-esk look that seems to be going on. There’s only a few questionable stages in the current game - all of the new ones, volcanic rim etc.
I doubt you’ll get much agreement on the SF5 board though. I actually think the game over all looks quite average, especially as far as the flow of the animation and hit stun choices, but hopefully they will rectify that. If I had to give one word to describe it right now , it would probably be - boring, nothing stands out about it. Graphics are not everything though, hopefully the game play is improved.
d3v
20
You also have to consider that SFV’s graphics are still under development, especially the lighting. The original videos from December showed a game with very early lighting and nothing was done to separate the characters from the background. The Charlie trailer seems to show some updated lighting with separate lighting for the characters and subdued lights in the background.
I think it’ll probably improve once we get to see more characters and backgrounds. The choice of stage and characters involved in the Demo are not that eye catching.
I like SF5’s look. I still however, do not like the large hands or feet. I don’t care if it’s the artists’ “style”, learn some proportions ffs.
Please get some good portraits this time… SF4’s was hideous, Sakura and Rose especially. They should just use the model like SFxT.
Gamogo
23
I still need to see more of SF5 to get a feel for the style direction they are going in. A couple more stages and characters might help paint a clearer picture for sure. I’d also like to see a ‘large’ character to get a sense of variety. Zangief or Sagat for example would make an interesting yardstick.
I still feel they perhaps made a mistake showing things off so early in development though. Lots of conclusions are being jumped to that are unlikely to be indicative of the final product.
b-but…the character art was the best part of the everything D: … even if you didn’t like the in game models, everything in the menu’s was FANTASTIC! D: What was wrong with any of them???
Gamogo
25
It’s more than just style. Large hands and feet are common in animation for visual function, and Capcom actually do a really good job of putting this technique to work.
Give this article a read:
http://art-eater.com/2010/07/test-1-darkstalkers/
A similar technique was adopted by Valve for the character designs in TF2. While not specific to hands and feet in TF2, similar techniques were adopted so as to give characters immediately recognisable attributes so that players at a glance can understand exactly what they are doing. A really good example was an article Valve themselves wrote about how recognisable both character classes and their actions were when silhouetted AND at varying distances.
Small nuances like this are actually really important and I feel are what give Capcom fighting games that unique sauce. I really respect their animators. SF3 really put this to use well also. I feel a lot of very subtle information is communicated to players in Capcom fighters which is further enhanced by stop/weight effects when attacks are landed and blocked. Exaggerated limbs combined with tactile ‘feedback’ for when hits connect contribute a lot of valuable information for both players and spectators alike.
Interestingly, I don’t see NRS utilising this (among other things), which is why I personally find their animation absolutely terrible, especially for a fighting game (though that’s another discussion entirely).
Cestus
26
You don’t know shit you talk about