SC and Marvel. Just was a copy/paste from an old post, sorry.
For SC5, Devil Jin is “officially” banned, but I’m okay to keep him in if people want to play him that much.
A Melty tourney would make Ranbats look popular. I can have a dedicated casual setup for it if people want. I’ll need another way to manage brackets though.
You know I’m playin’ on the Melty front. That being said, would there be any interest if I ran the tourney and threw in 10 bucks for the pot out of my own pocket? Of course in the interest of actually getting people to play, I’ll refrain from entering. Just an interest check, pending Dylan’s approval of course. I’m also available for Melty tutoring if anyone wants it to prepare for a tournament if it happens.
The Street Fighter aesthetic has always been a little off key. Whether its silly character portraits (eg Alpha Series) or the art direction in general (eg SFIV). A Street Fighter game would not feel the same if it were rendered like a Namco game, for example. Namco is wonderful at rendering titties, but the art direction is somewhat uninspired. All the bloom, lens flare, and bouncing titties can’t compare to Zangief’s face as he pile drives a schoolgirl.
What I’m trying to say is that every street fighter game is instantly recognizable. But I find it much more difficult to tell the difference between Soul Calibur IV and V or Tekken V and VI. I’ll take the unique SF aesthetic over the generic Namco one any day of the week.
people wanna act like SFIV characters need to be sexy and have realistic proportions. that has never been the case with any of the street fighter games
Never said I wanted SF to look like Tekken (though TKxSF will look much better than SFxTK simply by virtue of not being in the Dimps SF4 engine).
I am more looking for character models that don’t look like creations of a failed lab experiment. I mean Chun’s model literally breaks during her U2 (highly visible when using Alt 3). Roo looks like a bizarre Frankenstein monster, which he never did in any older game. Chun’s hands are bigger than her head. All the models are dead eyed, square-headed, man-faced, clay-like freaks who only are lucky to have a decent set of animations that make them passable.
I agree with Nick. SF3 managed to keep a unique style without having to make deformed models. Alpha is another example of well done sprites that retain a unique style (character portraits don’t apply as I am referring to in-game sprites/3D models). These games maintained a clean look with good animation and are unique:
Even comparing one character, you’ll see that one model isn’t quite like the others:
Roo goes from a decently proportioned, clean anime style to a monsterous, bulky, square-headed, Frankenstein haired, sloppy mess.
Obviously we won’t agree here but I figured I’d state my case for the old 2D being far more attractive than the new 3D models. The saddest part of this whole post is the sheer number of fighting game sprites I have in my image folder…
I’m guessing that’s more from lack of experience viewing the games. Tekken and SC actually update their models heavily in each game and often give characters unique outfits for each game so that each character has a unique style that makes it easy to identify what game they are from (see: T4 Jin, SC2 Nightmare, Yoshimitsu in every game).
Hell, these look almost exactly the same. I think the biggest difference here is in the face. Over the course of the Alpha/III era, we got so used to an anime style of art direction that we forgot how the characters used to look in what I call the “Bengus” period: