Pensé;246572582 said:
Sure. I meant the lack of conference on public stage reduces obviously the likelihood that a real trailer comes out although I've still a secret hope about it, like everyone else. Incoming videos and Yu's explanations are definitely going to be great but getting both concept videos and a DreamOn trailer alike would have really been the icing on the cake.
Combat wow, you're ambitious! That's the last thing I expect to see next week. Tbh, that's also the part I'm the most pessimistic with. The inheritance is so massive that the slightest change from the original system might feel very uncomfortable to us and Yu wants to build it from scratch (free decision that I fully approve). Very intrigued by the new combat system as well, getting more information would be fantastic.
Hey, if you want to dream about it, that's cool. As long as you're ready to keep a level head if a trailer doesn't show up, you'll be fine.
I don't think it's
too ambitious considering fighting is a big part of the series, but I can understand if YSnet want to keep that stuff under wraps until it's more complete or for a more appropriate showing. I can understand a little skepticism about the new fighting engine considering they kind of have to develop from scratch, but I wouldn't be afraid.
By and large the new engine is being made with the same mindset that the original was created with when branching from Virtua Fighter. I think in an interview Yu basically admitted many of the stretch goals were for things that had been a part of the fighting sections in the past, but would be upgraded for III.
The combat in the originals, as much as I love it, could use a few quality of life improvements anyway. AI Battling for example, should allow Ryo to dynamically step into an attack if he's just about out of range to hit the target, rather than punching air. More simplified controls? Yeah, sure. With a potentially large emphasis on strategy, divide and conquer tactics, and using the environment to your advantage, slavishly adhering to strict fighting game inputs might be too large a disadvantage to the player.
Ideally I'd love to see the counter system return with a bunch of variations for moves and environmental takedowns. Yu did say he was very interested in the possibilities of animation blending so... you never know.
Honestly, his face is entirely wrong to me. His nose is too long, his head is too wide, his eyelids look oddly realistic compared to the rest of his face, his jaw isn't sharp enough, his brow is too pronounced.
I'm not really going to get into the debate about facial features, but R.E the bolded; nah.
Ryo is basically a big
face. Like one of his most defining traits are an expressive set of eyebrows. Albeit mostly expressing sternness, anger, annoyance, and assorted revenge feelings. Kinda makes me wonder if that was an intentional part of his design so the character could show emotion despite being pretty far removed from what an actual human face would be like.
I sorta like what you've done with the eyes, although it gives Ryo monolid eyes which actually most iterations of his design
don't have. It does make him look a bit squinty... but I could get used to the idea of Ryo walking around China like Clint Eastwood in a Western.
Either way the point that I'm making with the Photoshop is that the parts are there to keep iterating until a more accurate (or aesthetically pleasing, but some people tend to mix the two up) Ryo emerges. The game won't be out for another 12-16 months, and I can't see model revisions not making the "to-do" list.