Looks great. Where is that from?
Pretty sure it's Sword of the Stranger, I wanna say.Looks great. Where is that from?
I meant to say "wouldn't be too much more work", edited the original post. >_<There's also Zappa, really interested in how they'll handle him. Robo-Ky shouldn't be too much trouble as it seems mechanical characters are easier to work with.
The game looks great.
But what I dont understand, why make such a huge effort for making ugly 3D look like 2D.
Couldn't they just have made traditional 2D sprites?
I meant to say "wouldn't be too much more work", edited the original post. >_<
the method is strictly the same and is universal. Basically several sets of models for anything that can change topology. Look at the 4gamer xrd wiki for some examples of crazy frames you may not even notice during .play.Faust and Milia seem easier to translate than characters like Dizzy, though. At least, that's what I think. Though we have to give them credit for those two.
No, you're thinking of a limitation that only existed before skinning was a thing.Robo-Ky shouldn't be too much trouble as it seems mechanical characters are easier to work with.
Actually, like most 2d fighting games (including Xrd since it mimics the process in 3d), skullgirls frames can be freely positioned on a 60fps basis but use 15fps on average, like sf3. It's a similar process to how 2D Disney movies can go up to 24fps but usually hover around 6 or 12. Basically if you use too many frames in a hand drawn animation it'll usually lose its impact. There's a whole presentation by their lead animator about that on GDCvault, or you can get a disney animation book like The Illusion of Life to get the longer version of the explanation.The funny thing about Skullgirls is that the sprites in that game are drawn at 30fps!
Sprite memory size grows up quadratically (ie a lot) with resolution and so you're quickly limited on consoles (unless you're Mike Z and instead of sticking to old sprite formats you made your own very efficient one and slapped awesome compression algorithms on it). Each frame also has to be fully created by hand, and you can't have alternate costumes and so on. In contrast using 3d models to mimic sprites means infinite resolution (since they're vector-based), very light memory footprint, alternate costumes, comparatively easy animation (even with the weird tricks they use), being able to hire 3d animators which are more plentiful in the game industry (2d is becoming kind of a lost art), etc. They've also mentioned they wanted something that looked revolutionary, which they couldn't have achieved with pixely sprites.The game looks great.
But what I dont understand, why make such a huge effort for making ugly 3D look like 2D.
Couldn't they just have made traditional 2D sprites?
These 3D sprites are superior for 3 reasons.
1- You get to move the camera for free, which looks awesome for ultras, throws and cutscenes.
2- You can create costumes that will mostly animate by themselves thanks to physics engines (and sell them as DLC...)
3- You can animate the characters closer to 60 FPS, whereas sprites are hand-drawn and even SF3 tops at 12 Frames per second per character where every sprite repeats for 5 frames.
I can agree with this BUT....SF games, no matter it 2, 3, Alpha, 4 etc...they always share some basis of similarities. There's a universal blueprint towards framework and design they all share, even if they don't quite play the same.I think the points about games evolving and street fighter being used as an example are misleading.
I don't think anybody claims that SFIV feels like SFII, feels like SF3. They all have "different" animations sets, but they feel nothing similar to me. visually and gameplay-wise
XRD on the other hand, FELT exactly like i am accustomed to with guilty gear, and i think that is just Arcsystem works' approach to how they design their games. Consistent feel throughout.
I think that if they were to add more frames in each animation to speed up the look, it would look too dissimilar. For example, Street fighter 3 visually has an extremely different visual feel than street fighter before it simply due to added frames. If the goal is to keep a consistent visual feel as well as gameplay feel, i think adding frames would detract from that.
I understand the argument that "a series should change and evolve." But, there is more ways to do that than simply making the game look smoother (for aesthetic considerations, not gameplay fps considerations). Guilty gear xrd is arguably the most radical design change ASW has ever made, accusing it of not being evolutionary to their series is not really accurate.
This last one isn't necessarily better or worst
I love it. The Gameplay parts look indistinguishable from a sprite-based game to me. And the super/cutscene animations nailed the anime look, so that's a win in all 2 fronts. It reminded me of this:
http://youtu.be/mucMR5RUiKQ
Very well done CG anime movie that makes me forget it's all actually in 3D.
The game looks great.
But what I dont understand, why make such a huge effort for making ugly 3D look like 2D.
Couldn't they just have made traditional 2D sprites?
The game looks great.
But what I dont understand, why make such a huge effort for making ugly 3D look like 2D.
Couldn't they just have made traditional 2D sprites?
Can someone help me with this decision.. I think this thread might be appropriate.
I don't own a playstation at all. I can afford a ps4 and game/arcade stick but it's probably the only thing I would play so it seems like a bit of a waste of money. I'd prefer to get a ps3 but I just don't know if it will have any sort of innate console lag or slowdown difference compared to the ps4 version.
Anyone in a familiar situation?
Complaints about animation in fighting games often stems from a lack of understanding of intent. Arc intentionally used methods to capture the feel of the previous titles, just like how in MK they used the same method for animation as they had simce the first (with the normal camera that recorded the sprites swapped with ones to record the poses as mocap data) and a lot of people didn't "get" it. If people understand series identity ot would help.
Sprite memory size grows up quadratically (ie a lot) with resolution and so you're quickly limited on consoles (unless you're Mike Z and instead of sticking to old sprite formats you made your own very efficient one and slapped awesome compression algorithms on it). Each frame also has to be fully created by hand, and you can't have alternate costumes and so on. In contrast using 3d models to mimic sprites means infinite resolution (since they're vector-based), very light memory footprint, alternate costumes, comparatively easy animation (even with the weird tricks they use), being able to hire 3d animators which are more plentiful in the game industry (2d is becoming kind of a lost art), etc. They've also mentioned they wanted something that looked revolutionary, which they couldn't have achieved with pixely sprites.
Going 3D is much more smarter. You can crank out a game in less time and reuse the assets at any resolution. I honestly prefer this method now.
2D spritework is exceedingly expensive and time heavy. Watching the creation streams for Skullgirls has been really illuminating. This "tech" is in it's infancy, but if this 2D emulation reduces the cost of development by 15%, it's worth doing. My guess is that we'll see this animation style quite a bit over the next few years.
Complaints about animation in fighting games often stems from a lack of understanding of intent. Arc intentionally used methods to capture the feel of the previous titles, just like how in MK they used the same method for animation as they had simce the first (with the normal camera that recorded the sprites swapped with ones to record the poses as mocap data) and a lot of people didn't "get" it. If people understand series identity ot would help.
So the artists in the 90s were superheroes, thats what you guys are saying?
I still don't get how games with neogeo level tech can just look so much better then anything a decade later. I mean GG XRD looks fine, I'm no graphic whore, I would even play it if it looked a lot worse. But games like Metal Slug 3 are just more appealing to look at.
How can it be that back then with a lot less budget creating a ton of awesome sprites was not a problem, but nowadays with all the technological advances making a good looking game is hard?
If memory is the problem like Chev says, then why not just go back to 480p and scale it up?
No, see, that's the thing that's important and problematic about quadratic growth, console video memory didn't grow at the same rate. Basically the sprites and textures grow faster than video memory does, and so storage tech that fit in 200p doesn't anymore at higher resolutions, especially if other aspects (sound, animation frame count, etc) have to scale up too. And that's an old problem, 3d consoles have never really had the amount of memory good sprite animation requires unless you go for vector anim (like vanillaware) or are a compression wiz (skullgirls, again).So the artists in the 90s were superheroes, thats what you guys are saying?
Because then it just looks like a scaled up 480p game (ie like KoF13). And they wanted more. Really, there's more than just a jump in what Arcsys did. they didn't double the resolution, they effectively can go as high as they want now, as long as the GPU supports it, models will look perfectly crisp in 4K.If memory is the problem like Chev says, then why not just go back to 480p and scale it up?
By some people's logichere. Street Fighter should have always kept SF1's level of animation.
If this game animated as well as Third Strike it would have b been even better.
Trouble, or "trouble", is that the generation of people who played MK2 and 3 religiously are gone. There's no reason to adhere to those old standards anymore, especially when you're essentially rebooting the brand. When you're starting from scratch, it doesn't matter if people identify with the origins of the series, they are throwing all of that stuff out.
But with that mindset, the people who would have bought this game because it's a guilty gear sequel would have done so regardless. My point is that if ASW was simply interested in making another GGXX iteration, they could have done so with the same sprites/music/backgrounds, just as they have over the past 10 years. They recognized that it was time to do something different visually and sometimes, older things, tried and true as they may be, have to fall by the wayside to make room for something that matches the visual fidelity of today. I think it was the right decision as Xrd looks absolutely gorgeous.Not really a proper comparison since plenty of the people who are picking up this game are fans of the previous GG games. GGXrd is ArcSys bringing GG into a modern age with vibrant visuals and some changes to game mechanics and a tutorial mode to make it easier for newcomers to get into. As far as I've seen they've done a good job at captivating people going by the reveal and news threads where you have many people saying that the game looks exciting enough for them to try it out for themselves which I'm very comfortable using as a general indication of how people see the game.
I'm not sure if you've seen the game yet but they are not "rebooting the brand", "starting from scratch" or "throwing all of that stuff out". Xrd is an updated Guilty Gear for arcade and current gen consoles. If ArcSys really thought that mimicking SF3 or Garou or whatever would have been an improvement gameplay wise over what they were doing before then they would have invested in that. If they didn't because of budget, lazyness (lol) or whatever reason you want to insert the game end product as it is now looks amazing regardless and is a significant achievement for them.
But with that mindset, the people who would have bought this game because it's a guilty gear sequel would have done so regardless. My point is that if ASW was simply interested in making another GGXX iteration, they could have done so with the same sprites/music/backgrounds, just as they have over the past 10 years. They recognized that it was time to do something different visually and sometimes, older things, tried and true as they may be, have to fall by the wayside to make room for something that matches the visual fidelity of today. I think it was the right decision as Xrd looks absolutely gorgeous.
Yes, this is exactly what they've done. They just happen to disagree with you on one specific point.
The next KoF is supposed to be 3d unfortunately.As someone who owns probably 9 iterations of GGXX, I would have been supremely disappointed if GGXXX was simply using the same sprites from 10 years ago with a handful of new characters here and there. That would not be acceptable to me.
All of this talk about sprite work, though, makes me wonder when KOF will update their sprites again, as the KOF13 sprites are quite lovely.
The next KoF is supposed to be 3d unfortunately.
I get what you saying but I don't get what you saying. I am a little lost, are you laying an image over two frames or more or we talking about variable frame rates or something else?Actually, like most 2d fighting games (including Xrd since it mimics the process in 3d), skullgirls frames can be freely positioned on a 60fps basis but use 15fps on average, like sf3. It's a similar process to how 2D Disney movies can go up to 24fps but usually hover around 6 or 12. Basically if you use too many frames in a hand drawn animation it'll usually lose its impact. There's a whole presentation by their lead animator about that on GDCvault, or you can get a disney animation book like The Illusion of Life to get the longer version of the explanation.
So the artists in the 90s were superheroes, thats what you guys are saying?
I still don't get how games with neogeo level tech can just look so much better then anything a decade later. I mean GG XRD looks fine, I'm no graphic whore, I would even play it if it looked a lot worse. But games like Metal Slug 3 are just more appealing to look at.
How can it be that back then with a lot less budget creating a ton of awesome sprites was not a problem, but nowadays with all the technological advances making a good looking game is hard?
If memory is the problem like Chev says, then why not just go back to 480p and scale it up?
The only one here who's saying that is you.
Xrd is an updated Guilty Gear for arcade and current gen consoles. If ArcSys really thought that mimicking SF3 or Garou or whatever would have been an improvement gameplay wise over what they were doing before then they would have invested in that. If they didn't because of budget, lazyness (lol) or whatever reason you want to insert the game end product as it is now looks amazing regardless and is a significant achievement for them.
I get what you saying but I don't get what you saying. I am a little lost, are you laying an image over two frames or more or we talking about variable frame rates or something else?
I know that if you use too many images over a lesser framerate you get this dreamy feel to the animation. I remember my class mate placed one image over each 1.5 frames, at 24fps, it was dreamy and doesn't look realistic if that is what you aiming for of course.