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 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???
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.
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).
You’re actually free to like all shit you prefer
Is just kinda pathetic think that pro chara designers like Bengus, Akiman or Kinu need to “learn” proportions
Art style is exactly chose when follow realism and when ignore it
Somebody teach this dude anatomy & proportions ffs, or he will nevah sell a paint
although there are some things about SF4’s artstyle that i liked (softer lighting), there are way too many things i hate. the “cartoony” proportions in certain areas and the somewhat realistic textures for muscles don’t work for me. SF5’s artstyle is a little too realistic in the lighting and detail but overall they did a better job with it IMO. for example, Chun, Charlie and Ryu look like they’ve been worked from the ground up and not sharing any assets. check out SF4 models in a 3D program and you see tons of similarities between all characters, especially hands. literally copy pasted meshes and slight tweaks for size.