Ono's ridiculous aesthetics

The game looks cool to me.

i completely forgot about power stone and that game was fun as hell. Fast animations simple but pretty deep gameplay actually. All the characters were well made too.

Why not do cell shading like breath of fire five: dragon quarter? That game is a masterpiece.

Sf4 and sfv they zoom in to have more dynamic moments during the fight but what are they zooming in on? A foot grinding against someone’s face? How many times before this gets tired? Oh yeah Nash loses his barrage super to get a fast full screen tornado slice MK fatality.

I know it’s not a big deal but this is what they are wasting their time doing instead of fixing how the game plays with hit boxes. They censor their game before finishing the competitive aspect that would effect esports directly which they are all up on now supposedly… No fucking direction so they misdirect.

Whatever… it is doesn’t look good AND the mechanics are lacking because of the dropped ball of details that in past games would be the most polished parts of a Capcom game.

I don’t know how much of their visual graphics department is in house anymore since they switched to 3D completely but it’s probably more cost effective for them if they do it that way. Big sacrifice

Is it still Capcom making their games if the quality isn’t Capcom? Not to be an elitist or fanboy… You can see the difference… you can see its not the change in hardware but the effort itself.

The audience forgives I think because they mostly haven’t played or been exposed to the older games which is sad.

Everdred, you are a hero.

Somebody buy this man a drink. :bow:

WHAT??? I don’t remember this. What character could do that, Busuzima? C’mon, this is NINTENDO we’re talking about here…unless you mean the xbox version…

Primal Fury (GameCube). Check it by yourself: (2:27)

https://www.youtube.com/watch?v=nnWzrF0iE0w&7=2m27s

Highly stylized shit, but still shit :wink:

SFIVs aesthetics came about from Daigo Ikenos art which is amazing, the modelers did their best at not fucking up his designs, but at a certain point you just have to say “good enough” and put the product out.

V just seems to be piggy-backing off Ikenos style, except they aren’t even trying to not fuck it up. It just lacks “flavor”. With the great history of capcom artists it would be nice if they took a chance on another art style entirely. Could you imagine something like XRD but based on Bengus’ work? Or even Kinu Nishimuras sketches from super sfII X?

I dunno there’s something about seeing Chun-Li in flats. It’s either her trademark boots that cover part of her legs or the spandex with sneakers look. The legs just don’t look as bad.

Also Birdie is not necessarily more goofy and buffoonish. He is sporting a gut and we don’t know that he wasn’t always the most health conscious when it comes to food. Still nothing as disgusting and unsightly as Rufus.

Vs hit/hurtboxes aren’t done the the same way as IV.

For example, here’s Dictator’s st.mk.

http://i.imgur.com/uQRuTTr.png

Pretty sure birdie is drinking beer from that can, not soda…

what does recovery look like though and does this script even pick up all that stuff?
depends how the game is programmed. you might have a set of collision which this script has found and then another set of collision used differently which we aren’t seeing because it’s auto-generated as the move occurs as opposed to deliberately entered values in a table which are being retrieved each frame.

when we see an overlay and the script is scraping everything it can and displaying it, then i’ll believe it.

because i’m skeptical. hopefuly though! just don’t want to cheer yet lol

this is really misleading.
ikeno didn’t determine the look. he just drew up things in a way he was being told to do them. ‘ok we want them to be very solid looking and proportionally to match things from sf2’. he goes and does that and then the art director, producer, etc. take a look and say ok we like that direction or, no that’s not working for us.

he also did the artwork for 3S and they look entirely different. it’s not ‘his’ style. ‘his’ style is his linework and little methods for shaping and defining.

he’s creating work that the rest of the development team can all look at and understand. when someone says ‘solid, thick, etc’ everyone visualizes something a little different. you have one person visualize those concepts and that sets the template everyone can refer to to keep things consistent.

That’s definitely soda. I don’t think pepper and bananas go that well with beer

The series had certainly taken a different turn with it’s characters personalities in SF4. Not once though did I ever feel it was unnecessary or anything. I mean, this isn’t a story-driven series. Most players just want to play the game, find new combos, learn fundamentals and be competitive. Goofy stuff pops up in lots of games.

As far as actually aesthetic, I’ve never had a problem with Ono’s designs. They never deviate too far from the original source material and usually don’t add anything to stupid to the stories and personalities of the older street fighter characters. I actually enjoyed the over-the-top designs of Rufus and El Fuerte as it balanced out the tame (almost KOF style) design of C. Viper and the VERY bland design of Abel, at least among the new characters in the game when it first came out.

I’ve enjoyed Street Fighter 5’s aesthetics and honestly, it doesn’t really matter that much.

edit: Thick Chun is best Chun.

You had me going there.

Perfect comparison between athletic Chun and thick Chun.
Athletic Chun laces up her Adidas ready to run and kick some ass. Thick Chun aint got time for that. She waits for the ass kicking to come to her, while she sit’s on her can eating meat buns and sipping big gulps.

http://i.imgur.com/vqWHLLP.jpg

‘anything too stupid’

https://www.youtube.com/watch?v=KpHGBKi9lw4

Makes sense when you think about it. In SF3 3rd strike. Chun-Li I believe was retired from interpol. She only jumped back into action because a child under her care was abducted by the Illuminati. So it makes sense that she wouldn’t be as physical active as she was when she was on the force. She of course still trained and stayed in shape. But not as much as when she was in interpol. So she put on a few pounds. Which IMO is the best kind of body for a woman. Got a couple of pounds on her to give her some ass and hips, but works out enough so that it’s solid, but not too much to where she loses those extra pounds.

Recovery often has defined hitboxes of things like limbs retracting, often in 1 or 2 positions as the limb returns to the body. Here’s what Ryu’s fireball looks like 30 frames in:

http://i.imgur.com/luB4IdD.png?1

It wouldn’t look like this if the game were just turning into procedurally generated hitboxes in recovery IMO. It’s still possible your suspicions are right, but I don’t think they are.

Hopefully those are the ONLY collision boxes at work and there’s nothing else going on.
I think they realized how they did it in 4 made tweaking incredibly difficult in many cases so they went back to something more traditional.

More than anything this gives me hope for the future of 5.

I know what you’re saying but that’s not true. Like I said it depends where this script is retrieving this info. Collision which is automatically generated = calculations which wouldn’t be in a table somewhere to pilfer. or at least, not in the same place, those calculations would be somewhere but they would not look anything like the same kind of collision data. I don’t even believe this is true but I am scared somehow that it is lol. If this doesn’t make sense think of it as raster vs vector. different methods of displaying the same thing via pixels.

Sacrilegious I know but the mirror effect…

flipping a 2D Sprite to cut corners in sf2 made sense. Makes sense for any 2D Sprite drawn fighter.

For sfv is it really needed? Did it make sense in sf4? I think it caused more problems in that game functionally than its intended purpose of streamlining the visuals.

What began as a smart corner cutter for 2D that seamlessly looked awesome in the past has become a design problem when it’s not needed in a 3D game. They are holding on tight to this feature because of tradition?

If it doesn’t allow you to fix hit boxes to match the animations I don’t think it’s worth it.

What I think Tebbo suggested with the hit boxes being on a separate plain (HOPEFULLY) than the models would be great for this. Maybe down the line they can open the game up to this feature since they are showing they have more control over the visuals this time around.

Hitboxes have nothing to do with why the characters “flip”. Having them face towards the player was just deemed more aesthetically pleasing than having them have their backs to the player.

Every other 2D fighter with 3D graphics does this (except for NRS’ games, but those act more like 3D fighters on a flat plane with 3D hit detection), yet at the same time, they don’t exactly have the same issues as SFIV now do they.