I like 2D 4E, maybe not so roid-like buff though.
Luckily for ration people like you there’s rentals. Other imps will buy it new, making Gamestop rich, and then keep it and bitch on forums or sell it and give Gamestop cheap merch to resell.
The system is broken, and there’s no patch in sight.
People need to be more rational about their purchases, rather than act like gaming is a all-in/all-out religion. Your attitude should be more common.
i dont like 2.5D fighters if you build it like a sprite game (2D hit boxes) but with 3D models. cause what ends up happening is move interactions end up pretty wonky and can just look like pure shit and sometimes it can make you question as to why certain exchanges that look to be in your favor arent. its why i dont like SF4 for the most part. it just looks too ambiguous as opposed to a purely 2D fighter and thats something you dont want in a tournament level fighter.
There is no way they can downgrade VS. It is so scrub friendly on execution (aside from q-bee somewhat, and the Morrigan Shun goku satsu link) The combos aren’t really difficult, and the game is downright fun and mad strategic.
No need for one frame chain links here so it can be “Hardcore”
There is a way, it’s called make the game slower.
Kinu Nishimura pure 2D art style (and Ruby Heart) in Darkstalkers 4 please.
I’ll have faith in Niitsuma for him to create DS4, as long as he DOES NOT FUCK with the control scheme.
Then it’ll all be cool.
“Throwback” Morrigan sprite for alternate costume in 2.75D Darkstalkers 4.
That makes a lot of sense.
I read this and then it gave me blue balls.
Whilst the era of decade-spanning FG franchises with multiple sequels seems to be pretty much at an end, so sprite/model reuse is less important an issue, I think, if companies want to continue doing 2D games, they should plan for the future and draw the sprites as proper artwork (line art?) rather than resolution-specific pixel art.
At HD resolutions, you cant really see pixels anymore anyways (current FGs, even “HD” ones like KOF13/BB, still upscale their sprites so you can see pixels), so there’s no reason not to just draw some keyframes and send the thing off to korea for some anime studio to do all the inbetween frames as if it was a traditional animated film.
Then you have all the sprites at “print” resolutions, you just downscale it to whatever resolution your game runs at. And 10 years later when TVs are running at twice the res, your sprites reused in a new game will still look fine rather than looking horribly dated.
Or, they could simply keep improving their 2.5D work.
So you mean Skullgirls?
Yes. I wish more companies would adopt nice 3D anime style art like the PS3 Naruto games. (or certain companies from a certain genre of PC games from Japan that shall remain nameless, heh.)
As for Skullgirls, I’d be pleasantly surprised if it still existed after 10 years. Somehow asset reuse doesnt feel like it will be a major issue there.
BB is not upscaled, its native 720p, and iirc they said that they were made bigger then downscaled
kof13 is not hd they are high res sprites, with the same rs of the GG sprites

in regards to the entire thread
Whassup SNK? How’s that KoF doing?
I think I hate 2.5D just because Capcom are terrible at it. SF4 series looked freakish and awkward, like a realistic rendering of a cartoon character. SFxT is the visual equivalent of jangling keys in the players face. It’s so visually noisy with its gratuitous camera shifts and stroboscopic explosions emanating off of a fucking jab. I can’t tell what the fuck is happening or even how much health there is thanks to the fluorescent neon HUD. And it still has the shitty SF4 mutant character models that look like they’ve been made by someone with no comprehension of proportion.
I don’t think 2.5D is fundamentally awful. MVC3 was a pretty game, and I think SNK nailed 2.5D with KOF12 and 13. Which is saying something. They have nowhere near the production values.
KoF is 2.5D?
Last time I checked, they were 2D.
KOF do a weird thing. From what I heard they have 3d models which they paint over. Gives it a nice depth, but keeps the feel of the old games. I guess it’s more 2.25D.
Exactly Skullgirls. They use your garden variety lineart for all their characters, coupled with a light/shadow map to shade the characters in properly. Your final assets can be done in +1080p resolutions with no extra effort (relative to say, 720p using the same style) and can hold detail well under zoom effects.
Still, the larger the scale of the project, the more expensive 2D assets become, regardless of how you make them. From my understanding, the Skullgirls team has taken a ton of steps in modular design to make tweaking their characters as painless as possible. The cartooney look for the characters and the smart use of shaders saved them a ton of animating time.
why do people think dumbing down is only in combos and execution?
Try reading the very next paragraph of your own link:
“In the making of the designs, Nona first made 2D character graphics in dot-pixel forms. The team from SNK then takes Nona’s works and uses 3D software tools to make the first 3D for character. After selecting the moves from each characters, they were all changed to 2D to be used as a base for the finished work. Then, Nona and the staff added details to the original designs such as expressions and more descriptive clothes. Finally, the staff makes fixes to each design to make the ones that would appear in the game. Nona found problems with the new designs since they were much bigger than the ones used in previous titles, noting them to be almost twice as big. As a result, the color palette and the details of the dot-pixels also increased”
Technically, it’s a form or rotoscoping.
Also, Arc did the same thing with BlazBlue, except while SNK actually went as far as to flat shade their models with colours, Arc simply did base, colorless models which they used only for the outline.