@blufang
I don’t think people are saying “less detailed is better”, they probably just don’t care if there is less detail if the game AS A WHOLE looks better.
Sure it had lots of detail on it for the time, doesn’t mean it doesn’t look butt fuck ugly.
The only thing I dislike about the new direction is the stage, which looks much worse than before. It could have to do with the fact that now there are actually people in the background, so they had to tone everything down, but I much preferred the old version.
Maybe I missed something in the earlier 30+ pages of this thread, but who in their right mind complained about the graphics from December’s first reveal to say it looked like “SF4 2.0” and that it didn’t look different? Looking at those 2 pics, the first one has way more detail, definition, and shadowing. The 2nd one looks more like SF4 than the first. Now, I still kinda think some of it has to do with the lighting, but those above who broke down that muscle definition is less, and Chun’s eyes look lifeless in the 2nd one is correct.
I’m not completely sure if this is just one of those “quick and easy teaser trailers” they pieced together to put out for us and give us news, but if not, then we are looking at a graphical downgrade which is a real shame.
I understand the need to make the characters stand out from the backgrounds, but the way they did it looks odd. Its like somethings making characters rrflect more light thanthing else around. Maybe they just added tons of color saturation? It’s not awful, but what ever the effect is, they a bit too far.
Also there seems to be far less detail on the haracter models…
Charlie seems confusing the frankenstein stitching/stapling is so iut of place for organizations that can create perfect human bodies from scratch.
As for his moves, teleporting seems odd for him, but he’s also a science experiment gone wrong now so he can do whatever I guess.
I wonder if/how his sonic booms will be changed to accomadate that teleport
Why can’t there be a middle ground? I feel like everyone would be pleased if we had an in-between of both styles. That being said, the change was so radical in such a short time span that that i’m positive it’s still bound to change. The game’s got about a year till it comes out anyways, so I wouldn’t worry TOO much about the graphical update.
For one, I liked the detail and realism from the first gameplay trailers, yet I felt that it was not saturated enough and characters felt a bit washed out. The 2nd style definitely pops the characters out a lot more but does seem reminiscent of SFIV and MvC3 which is not what I had desired for. All I want is a middle ground and i’ll be happy.
Well, I’m actually happy that they changed the lighting a little to make the characters stand out…
we all know and hate the vulcanic rim stage because characters dont stand out enough on that stage (and some others as well)
If it stayed the way it was in the beginning - the dark, gritty style - I would fear that characters wont stand out, whatever the stage is. They simply “blend into” every stage since there is no lighting difference.
I admit, the contrast right now may be too harsh, but I feel capcom is on the right track
I’m really hoping they adopt a longer base start up for moves rather than SF4’s 3 frames. One of the things I really liked about Injustice was its 5 frame base speed (after they patched Superman’s 2 frame Super). Adopt a similar throw system where throws were 1-2 frames slower than the fastest normal and drop crouch-teching and I’ll really be happy. Injustice was rushed and very flawed but I think it had some really good ideas.
So Ryu got his c.mk back, huh? nice. Charlie and Bison got me hyped for this game for the first time. Really digging Charlie’s new moves.
And I like the graphical changes
I care about game play over graphics, but i care about sound track before either. lol’
They should really give us an option to use multiple music for a single stage, that would keep it fresh, oh wait, i’m getting the PC version. Hehe’ But still, it would be sick if we had an in-game jukebox that you can set, similar to Smash Bros Brawl and 4. I mean even 3rd strike online edition has normal and remixed themes to set for stages.
Mostly for visual fidelity reasons and a general feeling of comfort I have. Jabs that start up in 3 frames are kind of jenky in their animation IMO where as moves around 5 frames of start up look far smoother. The 1-2 frame difference on throws to jabs or shorts is mostly a preferred system over how to fight against throws, I’m not too much of a fan of the crouch tech system but I could definitely live with it again.
Wouldn’t know about 3d games as the last one I played was probably Soul Caliber 2 or a quick rental of MK: Deception.
In all fairness, decapre may be GOOD at footsies but people can play her with good success without them.
Been updating the CvS2 wiki and I was surprised to find out that this kind of stuff has been going on a lot longer than I knew.
Ryu’s crHP drops from 1200 to 800 on later frames. His HP DP drops from 1900 to 800 on later frames. I’m not sure the EXACT frames though. Kind of surprised me, I really hope SFV doesn’t follow this long time trend, I really want AAs to be a bit stronger than SF4 in damage on later frames to make up for the higher risk of failure due to things like jump arc altering.
And you can see that the characters don’t “pop” out as much in the old one than they do in the new one.
This is important because this is a fighting game, and what the 2 characters are doing is infinitely more important than what’s happening in the background.
Now while I’m not saying that you’re wrong, and I do think that the new look is a bit too saturated. I fully understand what they’re doing and, given a choice, would go for look that actually shows me the characters better over that which looks better overall.
EDIT: Another thing you’ll notice that plays in to this is how the lights in the background were toned down in the new build. They definitely call less attention to themselves in this build.
It’s not just fighting games @d3v I’m serious when I say it’s video game design 101. They heavily discuss it in the TF2 developer commentary, discussing how they added rim lighting to make characters easier to see in shadows, how they designed characters to have distinct outlines and shapes to make them stand out more from other objects as well as each other.
Skip to 7:23 and watch the remaining parts of the video.
Skip to: 5:48 and watch this brief section.
In Quake 3 the most common thing to do in tournament player configs was to force opponents model on client side to be a bright green model with a large body and recognizable sounds. This made it easier to hear and easier to spot.
In most good shmups the players ship is never a color that enemy bullets use.
Take a look at the colors of the player character and enemies in the original castlevania
Good game design calls to make sure you can easily identify your character and the enemies. The only time this is not used (by good developers) is done intentionally to confuse you such as some of the underwater parts of Shovel knight or the dark rain parts of Plague Knights stage.
unfortunately many games ignore, especially modern games, ignore this simple aspect of design