The only thing I’m worried about at this point as far as visuals are concerned are neon bright particle effects and how the camera seems a tad bit shaky.
Looks great on PC with the ink effect on, but I agree that theres a lot to dislike and it is entirely subjective. I just think SF5 looks great for what it is and the comparison to SF4 as if its the worst looking game since street fighter the movie is kind of…overly critical?
SF4 looks fine imo. It’s not, and has never been, a visually impressive game, but the semi-cartoony style works just fine, and has aged pretty well. I actually prefer it to most other last-gen fighters I’ve tried when it comes to visuals, with the notable exception of KOF13. The titles released on current gen consoles (KI, GGXrd, MKX) obviously look better, but they are running on better hardware than SF4 was built for.
Nah. Niether negative or positive. I don’t care about the graphics that much as long as they are passable. And i like Sf4.
I said something because that was the first time i looked at sf5 and my brain went straight to sf4. Never happened when i watched the matches or the vesper videos. Just those pics.
All that being said, the game can look like whatever. All i really want is to look at the game and know that it couldn’t run on a 360 or ps3
You guys keep complaining but SF5 is shaping up to look exactly like how an SF game in 3D should look. In some screencaps it is hard to believe that it is an actual 3D game and not HD 2D sprites.
MK and Skullgirls looks atrocious imo. MK is way too dark and gritty and Skullgirls feel really over done. I don’t know how to explain really.
KOF and GG looks good though.
Street Fighter’s cartoony style works really good in a fighting game imo, they should keep at it. The models in IV aren’t that great but the game is pretty old now.
Go ahead. Can you tell the difference? The answer is NO, you can’t! That’s how seamless this transition from 2D to 3D is becoming and this is only the beginning.
I’m confused by its ever changing lighting and backdrop, wondering if this is all just because it’s a stage in development or that it actually changes depending on the time of day you fight in it. In the newest version there is a bus parked at the far right end of the screen (you see it in the backdrop of the pic I posted actually), hoping the fight continues on the bus as well.
All in all I’m not happy about the ramifications that the vesper vid has come to.
I never really liked the V-ism pick your normals thing because it makes for very hard cancels from certain command normals. I like my command normals to be more one offs and uncancelable… Like for overheads and hop kicks and things of that nature. Making them just “manual” normals brings about an executional variable that I just don’t like on the whole and always annoyed me greatly.
Sg IMHO does this perfect by getting rid of proximity based moves and simply designing some moves to be anti airs and some to be, other things.
The Honda example from vesper, while a great example, is more an example to not have differing normals based on proximity. Not necessarily to make proximity normals take on a manual aspect. An example from sf4 is chuns far st.mk. It’s a very good AA normal and almost never has proximity issues, the problem is that it is a neutral stick move that has a command normal for forward, and a command normal for backwards on the same button. Neither of which has AA capabilities, both of which are slow startup and both of which are generally shit moves.
I kid you not it seems like the moves were put in to nerf chuns st.mk, not in order for them to have an actual good use.
As a player that has played with all 3 systems (proximity triggers, command triggers, and no proximity or command trigger) the no trigger system is way waaaaay better.
Going back to the chun example, chun has to basically maintain a certain range in order to use her st.mk AA well. It isn’t great when don’t to close and it isn’t great when done to far. When you combine that aspect with the fact that chun has to let the controller rest at neutral in order to use the AA well, it forces chun to give the opponent more space than if she could use the st.mk while holding the back direction. This is because in order for her to be in the right spacing to use st.mk well as an AA from neutral she has to take into account the time that she will no longer be walking backwards, and therefor not moving into the correct range. She does this by overcompensating in the neutral by maintaining more space than would be needed if the st.mk were available while moving backwards.
Bla Bla… This basically makes chun play more defensively and further away if she wants to use st.mk as an all day AA, whereas she could play closer to the opponent and still AA well if she could hold back the entire time before she pressed the st.mk button.
There are lots of ramifications like this in a manually triggered normals, game.
And the second thing I didn’t like about the vesper vid is that throws are now counterhit. With crouch tech being in the game, this means that throws on offense are going to be what is nerfed. Offensive throws being nerfed mean less reason to get in, meaning more zoning in general, meaning more baiting in general meaning a slower game in general.
This doesn’t bode well unless cap com gives every character a very viable different kind of mixup via a left/right or a high/low. But with crouch tech being in the game there probably isn’t that many viable iterations of either of those mixups that could easily be applied and have the game still feel like streetfighter.
So IMHO, this is capcom basically fucking themselves over again just like with sfxt where the throws were weak as shit and the gameplay was boring and slow.
The only good news from that vesper vid was that hard attacks cause huge crumples on counterhit. Other than that it seems like capcom is making more mistakes with sf5 than they did with sf4.