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Fighting Games Weekly | Jan 27 - Feb 2 | The Power of Gamers

Darkstalkers designs are nice too. Like gg is anime + heavy metal, darkstalkers is anime + classic movie monsters. Having a theme like that goes a long way to making it not feel like another generic anime thing.
Darkstalkers' strong theme is why I'm baffled when people say it wouldn't work in a reboot. It draws from rich history in two worlds and melds them pretty damn well. The theme has character.
 
Fighting game art designers need to tackle a more human approach to fighting games instead of going full on bizarre/jarring with their direction. Consider the characters personality and reflect it through their clothing and speech patterns. different colored gis doesn't tell me much about someone
 
Fighting game art designers need to tackle a more human approach to fighting games instead of going full on bizarre/jarring with their direction. Consider the characters personality and reflect it through their clothing and speech patterns. different colored gis doesn't tell me much about someone

I disagree. And we have fighting games like that on the market.
 
Fighting game art designers need to tackle a more human approach to fighting games instead of going full on bizarre/jarring with their direction. Consider the characters personality and reflect it through their clothing and speech patterns. different colored gis doesn't tell me much about someone
Virtua Fighter is the closest thing we have to a "human approach" to fighting games without being completely boring/snooze fest.
 
Fighting game art designers need to tackle a more human approach to fighting games instead of going full on bizarre/jarring with their direction. Consider the characters personality and reflect it through their clothing and speech patterns. different colored gis doesn't tell me much about someone
Isn't this pretty much what KoF does?
 
Fighting game art designers need to tackle a more human approach to fighting games instead of going full on bizarre/jarring with their direction. Consider the characters personality and reflect it through their clothing and speech patterns. different colored gis doesn't tell me much about someone
Disagreed. This is exactly why VF and KoF character designs are booty. I don't want to play as some joe blow, faceless everyman that's relatable.

I'm playing a game where the goal is to beat your opponent into submission. I'd rather not play as a diplomat, give me the psychotic, blood drinking corrupted master instead and abstract it to make it unique.
 
Disagreed. This is exactly why VF and KoF character designs are booty. I don't want to play as some joe blow, faceless everyman that's relatable.

I'm playing a game where the goal is to beat your opponent into submission. I'd rather not play as a diplomat, give me the psychotic, blood drinking corrupted master instead and abstract it to make it unique.

you can have those with character designs like in KOF though??? You don't HAVE to look like a giant billboard of tropes to look 'evil', at least that's what I think.

Riot Iori and Freeman are ones that come to mind

Riot Iori, Nameless/K9999, Serious Karate and Freeman are ones that come to mind
 
you can have those with character designs like in KOF though??? You don't HAVE to look like a giant billboard of tropes to look 'evil', at least that's what I think.

Riot Iori and Freeman are ones that come to mind

Riot Iori, Nameless/K9999, Serious Karate and Freeman are ones that come to mind

Like I said before you dont have to anything. Fighting games can and will work with just polygons or wire frames.
 
Isn't this pretty much what KoF does?
When did humans toss out energy projectiles from their hands? LOL!

I'm playing a game where the goal is to beat your opponent into submission. I'd rather not play as a diplomat, give me the psychotic, blood drinking corrupted master instead and abstract it to make it unique.
You mean like this guy?

Iori_Yagami_by_funerius.jpg
 
So my hand has healed a bit and I want to get back into playing SSF4. I wanna learn how to use Yang anyone can give me some resources where I can read up on shit or some pointers?
 
you can have those with character designs like in KOF though??? You don't HAVE to look like a giant billboard of tropes to look 'evil', at least that's what I think.
It doesn't necessarily have to stem from a trope, I just think watering down visual designs to be relatable gives you exactly what you said; a bunch of different people in gis. In games where people are throwing fireballs and doing superhuman shit, I'd rather the visual designs be more congruent with the game design at large. I wouldn't want to play a UFC-esque fighting game using a cast full of demons and mages, for the inverse example. I think it's important to have some very clear, distinctive colour palette (something that especially makes a lot of KoF's designs forgettable) and some visual flair that gives that character personality. Doesn't matter to me what's written in their bio if I don't get that feel the entire time I'm fighting.


Why would I want to play any of these characters, just looking at their visual design? Look beyond the obvious similarities in colour. What does it tell me about them? Reeks of blandness, with minimal attempts to incorporate what makes a character unique in their aesthetics. If I'm 5 or 21, I can't for the life of me think of why any of this would excite me or even get me to the point where I would consider animations or playstyles.
 
Why would I want to play any of these characters, just looking at their visual design? Look beyond the obvious similarities in colour. What does it tell me about them? Reeks of blandness, with minimal attempts to incorporate what makes a character unique in their aesthetics. If I'm 5 or 21, I can't for the life of me think of why any of this would excite me or even get me to the point where I would consider animations or playstyles.

Saki looks pretty cool to me :P
 
Enzo stays forever losing. My kid version would think Andy is getting ready to fight Goku at the world tournament. Shit would be awesome.
Darkstalkers' strong theme is why I'm baffled when people say it wouldn't work in a reboot. It draws from rich history in two worlds and melds them pretty damn well. The theme has character.
It wouldn't work because no one would buy it lol.
 
The only characters in KoF I've thought have had something other than abysmal design were Terry Bogard and Iori. Beyond that, it's sarcastic willy wonka meme face to all of them.

It wouldn't work because no one would buy it lol.
Why not? I just explained why it would. KI employs a similar sort of approach and it's doing exceptional on a platform that <4 million people have. It's novel, it has a consistent theme, it's not particularly objective, it's different from what's out currently, and it has a ton of lore in the past, present and future to pull from. Saying it wouldn't work because of Resurrection is sort of missing the plot too, because we already know a significant chunk of those type of games' (ports) appeal is people who had played them prior.
 
Enzo- I agree with a lot of your opinions about character design, but I think a lot of KoF designs are great. You can be more subtle tham SF or whatever and still be appealing.
 
I can't stand EH after this adblock shit but some of the "they're thieves" complaints seem like a bit much. They should be more responsible and credit people though that's all.

?

They're taking someone else's work and profiting off of it. What do you mean "a bit much"

Giving credit doesn't matter. They're still getting the view while the original source doesn't.
 
Why not? I just explained why it would. KI employs a similar sort of approach and it's doing exceptional on a platform that <4 million people have. It's novel, it has a consistent theme, it's not particularly objective, it's different from what's out currently, and it has a ton of lore in the past, present and future to pull from. Saying it wouldn't work because of Resurrection is sort of missing the plot too, because we already know a significant chunk of those type of games' (ports) appeal is people who had played them prior.
I never said anything about resurrection and KI is KI. Brand names are everything, especially in this genre. I feel for those who think otherwise.
 
I never said anything about resurrection and KI is KI. Brand names are everything. I feel for those who think otherwise.
So basically you don't believe in new IPs at all? Or for some reason because Skullgirls and Divekick didn't reach the moon and the stars it means other games with significantly less roadblocks in appeal or design couldn't reach those same successes?

Seems more like pessimism than rationale.
 
So basically you don't believe in new IPs at all? Or for some reason because Skullgirls and Divekick didn't reach the moon and the stars it means other games with significantly less roadblocks in appeal or design couldn't reach those same successes?
Skullgirls did pretty well. Other stuff got in the way.

I don't believe in the fighting game audience at large. Our FGC niche is solid, I think. It could be better, but a lot of that lies at the feet of fans of new games.
 
I wouldn't want to play a UFC-esque fighting game using a cast full of demons and mages, for the inverse example.

That sounds like a pretty interesting idea to base a game on to me.

I'm a believer in execution being the crucial factor in making something look worth playing. And in that sense it becomes something that is incredibly subjective which is why I'm not a fan in particular of trying to distill what one needs to make good characters for a fighting game since there are multiple approaches/not one single approach that developers use.

I'm also a believer in certain cases that people don't really know what they want until they get it. I think GGXrd is a pretty good example of this concerning the visuals. I'm sure many people were expecting Arcsys to stick with their traditional 2D sprites for GGXrd and initially preferred that since 2D to 3D jumps seem to usually lose something in the process if fan comments are anything to go by, but then they came out and wowed us with something that I don't think anyone expected.

I didn't know that I would want 3D visuals that looked 2D but also took advantage of being 3D at the same time but I do know that I want it now.
 
So basically you don't believe in new IPs at all? Or for some reason because Skullgirls and Divekick didn't reach the moon and the stars it means other games with significantly less roadblocks in appeal or design couldn't reach those same successes?
New IPs take time to build up past the point to were they are no longer New IPs when it comes to fighting games.
 
It doesn't necessarily have to stem from a trope, I just think watering down visual designs to be relatable gives you exactly what you said; a bunch of different people in gis. In games where people are throwing fireballs and doing superhuman shit, I'd rather the visual designs be more congruent with the game design at large. I wouldn't want to play a UFC-esque fighting game using a cast full of demons and mages, for the inverse example. I think it's important to have some very clear, distinctive colour palette (something that especially makes a lot of KoF's designs forgettable) and some visual flair that gives that character personality. Doesn't matter to me what's written in their bio if I don't get that feel the entire time I'm fighting.



Why would I want to play any of these characters, just looking at their visual design? Look beyond the obvious similarities in colour. What does it tell me about them? Reeks of blandness, with minimal attempts to incorporate what makes a character unique in their aesthetics. If I'm 5 or 21, I can't for the life of me think of why any of this would excite me or even get me to the point where I would consider animations or playstyles.

KOF has both normal humans and crazy designs. Having normal looking humans as characters appeals to casual fans. Characters like Ryu, Ken, Liu Kang, Sub Zero, Mitsurugi, etc. are all realistic, compared to more extreme characters like Sim and Goro, and very popular.

Having a regular karate guy draws people in as much as having a crazy blood-hungry wizard does.

Drawing from real life for animation, as I see it, has more to do with having characters animate in a natural way and having human motivations. Design is a small part of that, for example the monsters in Spirited Away are animated in a much more human way than Sonya Blade in MK9.
 
Have to disagree with you Enzo. KoF designs are attractive to me for the sole reason of being subtle, but still telling you a bit about the character.
 
New IPs take time to build up past the point to were they are no longer New IPs when it comes to fighting games.
And no one outside the FGC or said company is ever willing to put in that sort of support. If you are lucky you get a case like Skullgirls where the fans are nuts, but even that wouldn't provide the funds for the level of quality and content that people want in order to rival Mahvel, Street Fighter, Tekken and such. It's a common theme here and with general players in the genre (new or professional). "It needs 3x the characters, 5x the marketing budget, it needs such and such tutorials and it needs such and such character like in this or that popular game, etc."

This isn't the kind of genre that companies want to jump into all willy-nilly without experience or a brand.
 
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