dont know about animation, but regarding resolution for handdrawn images, Battle Beast must have been probably the best for 1995.
640x480 resolution.
it was the only good thing about that game btw. I dont remember any other arcade or console fighter featuring that high design quality. most were pixellated. Even the Last Blade. Not till the PS2 era, especially with Arcsys games, would fighters have such hi-res drawn images,
Finally almost 20 years later, Skullgirls reach the same resolution but also with fluid animation.
Definitly gotta give Skullgirls credit for that. I said it before but I’ll say it again, it’s almost like watching a Chuck Jones cartoon. Honestly as much as I love Darkstalkers animation, Skullgirls is the new standard for 2D fighting game sprites. I would love to see Darkstalkers sprites look that smooth and detailed.
I actually find that 3D fighters have worse animation than they used to. There’s more going on with cloth and hair and whatnot, and there’s just more animation in general, but the movement itself is stiff and unnatural. I’m thinking specifically about VF5, Soul Calibur V, and Tekken 6. The previous games in those series looked more natural to me, especially in the case of VF4 versus VF5.
Hmm really. I guess by the visuals Virtua Fighter 5 just looked good animation wise. I’m not very big on 3D fighters. Could you give some examples for why you feel older 3D fighters animated better?
I do like the look of SC2 much more than 4 or 5. The general art style is better in my opinion.
In VF5 I really like Jean Kujo. His moves all look much more natural (and more painful) to me than any of the other characters. There are moves he shares with characters in other 3D games and they just look better when Jean does it.
This thread got me to want to check out Darkstalkers series. Vampire Hunter’s Saturn opening is so gorgeous! Really shows how much 2D graphics can age better than 3D graphics.
We must be playing different games because the latest updated version of Skullgirls: Encore is very much based on resets and not ToDs.
I it’s that, for the most part, alot of those animations are take straight up from the older games but applied to newer graphics engines with alot of smoother animating stuff around them (cloth, etc.) making the stiffness more noticeable.
3S and Skullgirls for 2D. I actually really like 3S’s different hitstun animations that allow for a couple of different states. They really didn’t skimp on the art there. Skullgirls, well, that’s a lot of animation done the old fashioned way, so props for the dedication to make the most frame perfect fighter on the market.
Skullgirls sprites are actually drawn at the equivalent of 2x 1080p. What the game displays on consoles is quite downscaled (the HUD itself is done in vector). PC version can do even higher resolutions without any pixelation.
GGX would have looked better at computer monitors (PC and Dreamcast version mainly).
problem was that the native arcade port was made with analogue arcade monitors in mind, while Battle Beast was a PC exclusive, hence images had less pixelation.
i know people love the squash and stretch shit but for me i like the rigid quick sharp movements of KOF13. MvC1 also gets my vote for venoms pushblock animation alone, shame they removed it in 2