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What if... Capcom released a 3D SF game with this unique graphical style?!

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The Take Out Bandit said:
Exsqueeze me?

It's just a visual style. It has nothing to do with the game play mechanics. Capcom could just take the SF3 game engine, slap some highly stylized polygons on it and you'd be none the wiser. You've just got some kind of serious mental block going on there duder.

BTW, KoF:MI was anecdotal evidence. It was crap so far as I'm concerned. :P

That's where you're wrong. Like I said, 3D has been proven, for many reasons, to NOT be able to emulate 2D.

The precision of hit boxes, the speed and crispness of animations, it's simply nott there. If it's somehow magically happens, and it is a 2D fighter, a real 2D fighter masked in 3D, fine. All one loses is incredible hand drawn art and lasting power (3D gets ugly much faster than 2D). But UNTIL that happens, I hold my stance that 3D is unfit to recreate the 2D experience.
 
Like I said, 3D has been proven, for many reasons, to NOT be able to emulate 2D.

You've got very little evidence to back that up as no company has invested the time or money to attempt creating such a game. Toshinden, back in the day, was the first 3D attempt at a "magic moves" fighter.

Like it or not, Toshinden 2 was a hell of a lot of fun at the time; but then Takara scrapped what they had built up and opted to just blatantly swipe from Tekken.

Barring Toshinden, the first two Toshinden games, Street Fighter EX; for all it's ugliness was essentially SF2 with Polygons. The biggest problem with that series though was Arika's increasing Shotoclone count and throwaway characters as the series progressed. I'm sure that if Capcom could have been bothered to have more involvement with it's development, it could have grown into something really fabulous.

Samurai Shodown 64 was also another really fun 3D fighter that played as a 2D game. It also had something most polygonal fighters trying to be 2D didn't have, awesome f'ing presentation! Holy shit was that game good.

Psychic Force 2012 was also a really good "magic moves" 3D fighter. But like SS64, hardly anybody got the chance to play it.

So those would be my picks for the games that could have been contenders. Everything else, those SNK 3D fighters for the original PS, were pretty horrid.
 
12sk3.jpg


Yeah, no thanks...
 
The Take Out Bandit said:
Exsqueeze me?

It's just a visual style. It has nothing to do with the game play mechanics. Capcom could just take the SF3 game engine, slap some highly stylized polygons on it and you'd be none the wiser. You've just got some kind of serious mental block going on there duder.


Actually you would be the wiser, considering 3D and 2D have much different ways of calculating collisions, and that's just the tip fo the Iceburg, they are 2 completely different beasts you can't just change the game from 2d - 3d and have it play exactly the same


it's NOT just a visual style
 
The Take Out Bandit said:
Like it or not, Toshinden 2 was a hell of a lot of fun at the time.


no no it wasn't

Toshiden was never fun, ever

most the games you listed weren't fun either


I keep giving 3D Fighters a Try and the only one I can semi Bare is SC and SCII everything else just is not fun, and un-godly clunky to me compared to even a half way decent 2D fighter
 
That is stated under the assumption the game merely uses polygons as a graphical tool. You're just making up rubbish about how 2D/3D fighters behave now because you're terrified of the future. ;)

You're still thinking inside the box.

There is no reason Capcom cannot pull this off.
 
The Take Out Bandit said:
You've got very little evidence to back that up as no company has invested the time or money to attempt creating such a game. Toshinden, back in the day, was the first 3D attempt at a "magic moves" fighter.


I've seen the rational that 3D graphics can't replicate the hit box detection and feel of 2D gameplay. The problem here, is that the primary fighting game that VERY LITERALLY tried to be Street Fighter in 3D was, well, Street Fighter EX. And the problem with SFEX was that the animation paid almost no attention to the logic of the animation style for the 2D games. Rather than using expert timing to give a sense of speed, momentum, snap, and bounce to the characters, they animated smoothly but like robots.

KoF:MI is actually a little better than SFEX in this regard, with a lot more "personality" to the animation. It seems as if they tried to keyframe animate it in a way similar to how you'd animate cel-based sprites. But unfortunately, what it lacks in turn are the physics - the gameplay and character interaction is a lot looser than SFEX and makes the game feel sloppy.

You're right to point out that we haven't really seen a triple A effort in a 2.5D fighting game. I think bad memories of the SFEX series has understandibly but unfairly biased people's expectations.
 
The Take Out Bandit said:
That is stated under the assumption the game merely uses polygons as a graphical tool. You're just making up rubbish about how 2D/3D fighters behave now because you're terrified of the future. ;)

You're still thinking inside the box.

There is no reason Capcom cannot pull this off.

You totally missed my point.

All of the games you posted, each and every one, that you claims is 2D in 3D, isn't. They're all slow, sluggish crap, that miss the point of being a (good) 2D fighter completely. There's no precision, there's no speed, there's no responsiveness. And that's just generally speaking, not even comparing them to the likes of your SFAs and your SFIIIs and your (real) KoF's.

On top of that, let's play a little game. Go look at Toshinden 1. That came out in what, 95? Now look at SF2 Hyper Fighting. Which would you rather play today, just based on visuals.

Like I've said this whole time, UNTIL it is proven that 3D-as-2D CAN BE as responsive, as fast, as fluid as 2D, I stake the claim that it cannot, and thus should not be done. There is 0 advantage to using 3D for a 2D fighter. Zero, none, nada.
 
SnakeXs said:
All of the games you posted, each and every one, that you claims is 2D in 3D, isn't. They're all slow, sluggish crap, that miss the point of being a (good) 2D fighter completely...
KOF:MI is fast, heck its even faster than its original 2D counterparts!
 
SnakeXs said:
Like I've said this whole time, UNTIL it is proven that 3D-as-2D CAN BE as responsive, as fast, as fluid as 2D, I stake the claim that it cannot be done
I think you're just about to get headhunted into a game development position.
 
Joseph Merrick said:
I think you're just about to get headhunted into a game development position.

:lol

If anyone can get me there, my inbox is waiting. :D
 
The Take Out Bandit said:
Yeah, most ZoE2 fans are. :P

I don't get the ZoE2 cell shading talk. It doesn't look like anything traditionally animated to me, like say Celda or even replicating an artistic style like Okami.

I get the feeling the animated cut scenes suckered people into assuming the rest of the game was supposed to look like anime. ZoE2 just looks like another video game. There's nothing special about it.
It doesn't look like the traditional style of cel-shading because it isn't traditional. It's what gaems SHOULD be looking like with the AID of cel-shading. The particle effects, smoke and laser beams are made with the aid of cel-shading and the same can be said for the mecha designs.

The anime cutscenes are completely different from the the in-game cel-shaded engine. I would still beg to differ on the "ZOE2 just looks like another video game" comment...
 
All of the games you posted, each and every one, that you claims is 2D in 3D, isn't. They're all slow, sluggish crap, that miss the point of being a (good) 2D fighter completely.

The problem was Toshinden was concerned with the third dimension. I'll be you dollars to donuts the game speed was set at where it was due to a development decision. Sort of how Yu Suzuki stuck floaty jumps in VF as a concession to players now dealing with the spatial relation of the ring, i.e. big floaty jump to avoid ringout in-lieu of actual 3D movement.

SFEX, the first one, was just SF2. Play it again and tell me it's not as responsive as an old school SF game.

...there's no responsiveness.

Toshinden 2 was plenty responsive. The other games I listed worked well within the context of their game engines as well. SS64 being a standout. It felt like an SNK fighter.

And that's just generally speaking, not even comparing them to the likes of your SFAs and your SFIIIs and your (real) KoF's.

And like I've said - No company has attempted a "magic moves" fighter in earnest in the third dimension.

But I digress I'm not saying a graphically impressive polygonal SF game would have to incorporate 3D play mechanics. If they could just find some means of incorporating an active camera system to keep things dynamic, that in combination with visuals that look like the drawings I posted would be fucking awesome!

On top of that, let's play a little game. Go look at Toshinden 1. That came out in what, 95? Now look at SF2 Hyper Fighting. Which would you rather play today, just based on visuals.

I wouldn't base it on visuals. Toshinden just hasn't aged well given subsequent games like SS64 and PF2012. It's not horrible, it's just slooooow.

Even then, that's a pretty unfair comparison. SF2 had what, 20 years of sprite based gaming history before it came onto the scene. It's not like when video games came into being, they looked like SF2.

So how about you compare - oh Pong to SF2? Which would you rather play?!

In another 10 years polygonal visuals are going to make your head explode. 4TH DIMENSION AM TOTAL!

There is 0 advantage to using 3D for a 2D fighter. Zero, none, nada.

I'm arguing that highly stylized polygonal visuals could certainly benefit the genre which has flatlined. Unless you count token rehashes like Crapcom Fighting Evolution. :X

The few companies still making 2D fighters are in a sticky spot themselves. They rarely see release outside of Japan, and none of them seem to have the intense focus on balance and game mechanics that most 2D fighters had during the 1990's when the genre was profitable.

Like I've said this whole time, UNTIL it is proven that the Earth is not flat, I stake the claim that it is indeed flat, and thus cannot be round or else we'd fall off.

:P

I think you're just about to get headhunted into a game development position.

Is that because publishers are only seeking uninspired group-think shills unwilling to take risks? @_o

EA ought to love him.

It's what gaems SHOULD be looking like with the AID of cel-shading.

So wait, let me parse this - Cell Shading should look like cell style animation, unless it's ZOE2. In which case ZOE2 is what a video game should look like when it's not trying to look like cell animation?

ZoE2 isn't all that. It's especially a failure in terms of looking like an animated feature.

It just looks like a really busy game with very simple visuals. Like Super Playstation, PS1.5!
 
SnakeXs said:
Please don't compare KoF:MI2 to a high end, high level playing 2D fighter. Please.

It's not impossible to create a 3D-wants to be-2D fighter, a la KoF, that's simply fun. It seems, and likely is, impossible, to create one that captures the feel, speed, precision, and balance at high level play that 2D has.
Have you actually played MI2? Because it has the speed, precision... okay, the balance isn't quite what it should be, but that's the hardest thing to get right in any fighter. Crank down the speed some and you'd have a solid base at least to work on a 3D SF3, since the feel of both franchises are still pretty different, but oddly MI2 feels closer to a SF style of play than the 2D KOF series.
 
Are you people retarded?

Yes...yes you are!

:P

Seriously, I, as well as ANYONE on this board can make a 3D Street Fighter as responsive and arcade perfect as a 2D Street Fighter.

If you can't figure it out, refer to the first line of my post. :P

If you concede in your retardedness, then check out the spoiler...

...
Sorry for the insults btw I'm just poking fun. You basically have the 2D engine running, except you don't draw the 2D visuals. You pop in your 3D background, and great characters and animations that mimic the 2D artwork. Thus, you have a game with all the 3D graphical benefits that plays exactly (and feels like) the 2D fighters.
 
SnakeXs said:
There is 0 advantage to using 3D for a 2D fighter. Zero, none, nada.

Yes, there IS. It's easier to find people to create 3D models and animation, cheaper, and has more potential to appeal to a wider audience, since sadly many people turn their noses up at 2D games nowadays.
 
Lyte Edge said:
Yes, there IS. It's easier to find people to create 3D models and animation, cheaper, and has more potential to appeal to a wider audience, since sadly many people turn their noses up at 2D games nowadays.

I'm not talking about a financial stand point. I could care less about mass market success and people sticking their noses up at the beauty of 2D, really. And I know drawing sprites isn't cheap, but if it creates a better game, which it does, then there's no excuse for the switch.

And, FfF, no. Do it, please. Show me a 3D fighting game as responsive as SF3, that allows for something as strict as parrying to be performed as flawlessly as is possible with 2D.
You think it's that easy? You think it's just another task to create a 3D fighting engine as precise as 2D demands? It's not. Then try to retain the "style" that 2D has (such style loss is seen everywhere in a 2D-3D transition, from SFEX, to KoFMI, to even Fire Emblem GC).
 
Rumble Fish is a terrible game! Plays horrendously, and lacks serious depth, especially when talked about in the same sentence as SF3.

and NO THANX on the 3D SF3 stuff.
 
SnakeXs said:
And, FfF, no. Do it, please. Show me a 3D fighting game as responsive as SF3, that allows for something as strict as parrying to be performed as flawlessly as is possible with 2D.
You think it's that easy? You think it's just another task to create a 3D fighting engine as precise as 2D demands? It's not. Then try to retain the "style" that 2D has (such style loss is seen everywhere in a 2D-3D transition, from SFEX, to KoFMI, to even Fire Emblem GC).

I'm sorry but please read the red portion of my post. :) Seriously, I already mentioned that you would be playing the exact same 2D game.

Maybe I can break it down so it's easier for you to understand.

1) Take SF3:3S.

2) Remove the 2D backgrounds, pop in 3D backgrounds.

Now...have we changed the game so far? Nope, it's the exact same game, plays the same, but with 3D backgrounds.


3) Rather than making the leap to 3D just yet, take all the sprites of the characters, and add normal maps to them so that lighting can be represented on them properly.

Again, have we changed the gameplay? Nope, it's still using the 2D sprites, collision detection, controls, etc.

But it looks a lot better.

And at this stage, it's pretty easy, if one had access to the code and such. You're not changing anything besides the visuals. The gameplay remains the same. Now, you're concerned with the fact that the collision detection is tied into the visuals (of the characters, specifically), and there is a solution.

4) "Overlay" your 3D characters and animations on top of the 2D art (making the 2D art invisible of course). It will take some time for tweaking, as you want everything matching up fine, but it's still achievable.

So if you go up to Step 3...it could be done by anyone, really. Up to Step 4 requires a lot more time, but still doable.
 
Fight for Freeform said:
I'm sorry but please read the red portion of my post. :) Seriously, I already mentioned that you would be playing the exact same 2D game.

Maybe I can break it down so it's easier for you to understand.

1) Take SF3:3S.

2) Remove the 2D backgrounds, pop in 3D backgrounds.

Now...have we changed the game so far? Nope, it's the exact same game, plays the same, but with 3D backgrounds.

Rumblefish is not doing what I am proposing, but it's a great fighter that shows that a 3D game (from the ground up) can play as well as a 2D game. I haven't put much time into it, but it felt really good to me.

3) Rather than making the leap to 3D just yet, take all the sprites of the characters, and add normal maps to them so that lighting can be represented on them properly.

Again, have we changed the gameplay? Nope, it's still using the 2D sprites, collision detection, controls, etc.

But it looks a lot better.

And at this stage, it's pretty easy, if one had access to the code and such. You're not changing anything besides the visuals. The gameplay remains the same. Now, you're concerned with the fact that the collision detection is tied into the visuals (of the characters, specifically), and there is a solution.

4) "Overlay" your 3D characters and animations on top of the 2D art (making the 2D art invisible of course). It will take some time for tweaking, as you want everything matching up fine, but it's still achievable.

So if you go up to Step 3...it could be done by anyone, really. Up to Step 4 requires a lot more time, but still doable.

K, so steps 2 and 3 are simply uglying beautiful 2D art? Sure, 3D backgrounds aren't gonna change the game, but why does that matter?

Step 4 is a hypothetical that you seem to believe works, and I believe doesn't work. You can't simply "overlay" 3D models onto 3D sprites. 3D has something called, you know, a third dimension. 2D sprites are flat. Throw a 3D model over it and you have the largest clip-fest know to man. Try and alter that clipping, and you change the gameplay.
 
SnakeXs said:
K, so steps 2 and 3 are simply uglying beautiful 2D art? Sure, 3D backgrounds aren't gonna change the game, but why does that matter?

It would make it look better. A hundred times bett-Nay!-A THOUSAND TIMES MORESO!

Step 4 is a hypothetical that you seem to believe works, and I believe doesn't work. You can't simply "overlay" 3D models onto 3D sprites. 3D has something called, you know, a third dimension. 2D sprites are flat. Throw a 3D model over it and you have the largest clip-fest know to man. Try and alter that clipping, and you change the gameplay.

headache_man.jpg


Ok, one last time. Gameplay is not being changed, it's THE EXACT SAME SPRITE BASED COLLISION DETECTION AND TIMING.

Secondly, wtf are you talking about when it comes to clipping? Sorry to sound like a prick here...but MAN!

:P
 
Fight for Freeform said:
It would make it look better. A hundred times bett-Nay!-A THOUSAND TIMES MORESO!



http://www.bbc.co.uk/health/images/300/headache_man.jpg

Ok, one last time. Gameplay is not being changed, it's THE EXACT SAME SPRITE BASED COLLISION DETECTION AND TIMING.

Secondly, wtf are you talking about when it comes to clipping? Sorry to sound like a prick here...but MAN!

:P

Listen to yourself. Do you even understand what you're saying? I'll say again:

YOU CANNOT SIMPLY OVERLAY A 3D MODEL ONTO 2D SPRITES.

I don't know where you learned it's simply that easy to do so, but it's not.

That aside, think about it logically. How can a 3D model be in a 2D plane, and not clip? How will 1 leg cross the other? 2D sprites work because it's 2D, you draw the leg crossing the other, and it's that simple. Put polygons overthat, and you have polygons clipping through polygons. Alter that and you alter the game.

headache_man.jpg
 
By creating a 3D model, you're already arbitrarily creating a 3rd plane. So it's not possible to have true 3D in 2 planes, only a two-dimensional projection of three-dimensions. So I forsee clipping occurring unless there are 3 spacial dimensions.
 
SnakeXs said:
Listen to yourself. Do you even understand what you're saying? I'll say again:

YOU CANNOT SIMPLY OVERLAY A 3D MODEL ONTO 2D SPRITES.

I don't know where you learned it's simply that easy to do so, but it's not.

That aside, think about it logically. How can a 3D model be in a 2D plane, and not clip? How will 1 leg cross the other? 2D sprites work because it's 2D, you draw the leg crossing the other, and it's that simple. Put polygons overthat, and you have polygons clipping through polygons. Alter that and you alter the game.

clown.jpg

You're not overlaying it literally, in fact you aren't drawing anything from the original game. I even put the word overlay in quotes so you wouldn't misunderstand.

Secondly, if you wanted to, you COULD overlay anything over a framebuffer of the 2D game, so if you wanted to, you could have both showing at the same time with the 3D in front of the 2D.

I don't know where this "clipping" thing is coming from, and it doesn't alter the game as it's the same 2D game.

Maybe I'm not making myself clear here...anyone else having troubles deciphering what I've just said?
 
Well fuck me but I've been dying for the day Capcom finally announces SF4 with some 3D elements in it that look as good as the concept art. Along with sequals to all their fighting franchises.

I don't know why Capcom has instead just been rehashing their old stuff.
 
Show me a 3D fighting game as responsive as SF3, that allows for something as strict as parrying to be performed as flawlessly as is possible with 2D.

Now you're getting into some serious business.

I'd say the reversal window in Tobal 2 / Ehrgeiz, and forward with the reversal and side step attacks in VF4 easily match the timing and precision required for a parry.

I leave the floor for discussion of the nuances and intricacies of SF3 / GGX2 / VF4 / T5 open to the geek elite who can better elaborate on it than myself. Paging Reno and Lyte Edge. Oh and maybe that guy with the girl in the bunny suit avatar. :P

In a nutshell - saying it's impossible is retarded, sans the nifty red text.

The 2D purists are running scared, but why? If the graphical style can reinvigorate the franchise, and look awesome to boot who loses? Nobody except the hardcore geeks and their geek pride.
 
You think it's that easy? You think it's just another task to create a 3D fighting engine as precise as 2D demands? It's not. Then try to retain the "style" that 2D has (such style loss is seen everywhere in a 2D-3D transition, from SFEX, to KoFMI, to even Fire Emblem GC).

It's off topic, but... FE GC was trying to mimic the older SNES Fire Emblems, not the GBA ones. Use the fixed battle camera and you'll see they got very close to doing that. Of course, the SNES games didn't have much "style", anyway...
 
With CFAS, Capcom tried a 3-D game with traditional 2-D Magic super powers, and it didn't look like it worked that well. Street Fighter-type 2-D is hard to emulate in 3-D because how SF plays. In SF, fireballs aren't just for hitting someone across the screen; they're meant to control space and force the other player to act, like forcing them to jump over your fireball into your anti-air. In a 3-D space, those fireballs could simply be side-stepped and punished, removing their purpose altogether. CFAS (as well as the 3-D Mortal Kombat games, but they don't use the same mechanics as SF games) countered that by making fireballs really fast, so a player can't side-step on reaction. But then they don't control space, they just hit from across the screen, woo-hoo.

CFAS also had parries, but they worked much differently than in the SF3 series. In CFAS, parries were a combination of parries and alpha-counters. So, if you parried something as Nash/Charlie he would immediately flash kick.

While I'd like to be able to eventually play CFAS, I can't imagine that it'd really be any good. But I'm still surprised that they didn't just ship it out, especially after dumping super buggy ol' HSF2 and an awful and crippled GameCube (???) version of CvS2 out.

I'd really like to see a fully 3-D Street Fighter game, but I don't think it could feasibly happen. Unless fireballs auto-track side-steps, everything that constitutes an SF game is lost in the translation to 3-D.

Sidenote, I think CFJ gets a lot of undeserved hate. Even though it's not really any good, it's obvious that they really tried with the game. It's full of fan-favorite characters, plays decently well and (in the US, at least) launched at a budget price point. It's not very memorable though, and was ruined by pre-balancing.

Pre-balancing fighting games is useless and only stands to ruin them, and CFJ is a perfect example of why it's no good. The early betas (before they added the last few characters in, including Bison, Karin and Anakaris, I believe) allowed Chun Li to verify Hoyokosen off of crouching medium kick like in SF3, Guy had his command-throw super and Guile had Sonic Hurricane. All three lost those abilities, and Chun Li now has nothing and is probably the worst character in the game. Meanwhile, Jedah, Anakaris, Karin and Guile retain their normal special move-set, each of which is a million times better than anyone else in the game. Guile has the best set of normals and special moves of any character in any fighting game ever, Jedah can FLY!!!, Anakaris is MvC2 Magneto, and Karin can do half damage off of a low short... characters like Rose and Alex can't really compete with that. The rich get richer, and what not.
 
In a 3-D space, those fireballs could simply be side-stepped and punished, removing their purpose altogether.

And this is also moot thanks to the addition of parrying. Projectiles as a controlling tactic isn't as useful as it used to be. In fact, I'd say 2D fighters recently have become so mired in the minutia of attempting to milk more potential out of a tried, true, and tired genre that making the move to full 3D could only benefit the genre.

Fireballs may not track, but a hurricane kick most certainly has an area effect; and designed properly the 3D movement wouldn't render them useless. See also a lot of the bullshit attack tracking in Tekken, and Virtua Fighter. Mainly Tekken though as that one is the Mortal Kombat to VF's SF.

Personally, I'd rather be hit by an area effect (has a certain mass / width) fireball, than Jin's fist tracking me because Namco can't force it's players to be alert and situationally aware. Just an example, but I think it sufficiently applies.

Still, I'd be happy with a stylized polygonal 2D fighter.

But if Capcom could make it work in 3D that would be awesome. God knows, no 3D fighter has an air / jump-in and ground game. The closest you'll get to an air game in a 3D fighter is juggling some poor slob like a beach ball before they hit the floor. :\
 
The Take Out Bandit said:
Is that because publishers are only seeking uninspired group-think shills unwilling to take risks? @_o EA ought to love him.
uh.. when you put it like that I guess he'd be perfect for some kind of high up decisionmaking position.
 
what we really need guys is a game i like to call "CAPCOM FIGHTING UNIVERSE"

it would be literally every single capcom character ever in any 2d fighter they made, plus a few more, make into great sprites liek GGXX and with a sick fighitng system

that would be at least 80-100 CHARS, maybe even throw in some SNK chars

it owuld be online as well

that all i ask just ONE MORE CAPCOM PLEASE GOD JUST ONE MORE

CAPCOM FIGHTING UNIVERSE FTW

PLEASE CAPPY if you are reading this give us at least CVSNK3, MVC3 (i know its impossible since no more marvel license but make some other VS), or SF4 or the above mentioned CFU!

btw, we have not heard the last of street fighter, trust me
 
in my opinion street fighter needs to go 3d to ensure sales worldwide. Plus it would allow the series to really expand gameplay wise.

everytime i think of a next gen 3D street fighter game... i think of a game that moves like doa (very smooth and well animated), cel shaded to give it a nice animated look (w/ no black lines), and a revamped parry system that leads to sweet back and forth fighting.

i know fans want a final great 2D fighter... so i was thinking before they make a permanent jump to 3D. they should release a final 2D street fighter featuring all the characters from the street fighter universe between Alpha to Third Strike... call it street fighter ultimate or something.



it would be a sweet game!


...

next gen 3D samurai showdown + okami art style = sick
 
Hey put me down for glorious 2D SF. Hell I buy 3 copies of new 2D darkstalkers damn it! And where the hell are obviously cool action rpg hybrids of these? Darkstalkers, castlevanish but with fighting combos would so rule.
 
xhadoukenx said:
If anyone is ever in London and is a SF fan find the trocadero arcade by Piccadily circus. Theres a row of like 8 back to back 'Versus' cabinets, (each player has their own screen to encourage competative games with total strangers). 3 pairs of 3rd strike machines, 2 pairs of Alpha 3 , Capcom Vs SNK, VF4, and a couple of weird japanese ones I dont recognise.
*Gasp* I hoped this place had at least one other London guy into his fighers! Mate, I'm pretty shocking on a stick, but it could be fun to have a 'mutual GAF interest' matchup at Trocadero or something :) Btw, I had no idea there was 3x the 3S goodness now - awesome. Also, I think the weird Japanese ones are KOFXI, which I'm actually pretty psyched to try sometime.

Any other city bruthas out there, speak up!

On topic: Capcom achieved such a great look with the 3S designs and animation (shame about the resolution still I guess), that I'm surprised they haven't surpassed it since. A pseudo-3D SF4 might work... although save for next-gen hardware pushing lovely new sprites around in a game where the mechanics are the same as those we've known and loved for years in our 2D titles... I personally have no idea how they'd pull it off.

Ah well, if it goes bust there's always the growing popularity of the old games to fall back on, right Capcom? :D
 
alex1bk.jpg

4422057d0ww.jpg


Jeez... I'm definately all for it. If Capcom could do this - magnificent concept art style visuals, GGXX-esque resolution and animation at least on par with 3S - there'd be little contest. Only problem would be 'picking' a gameplay style that pleased the majority of fans... I was never really in the loop, but what do people prefer now; Alpha 3? 3S? 2!? Perhaps they'd wow us all with something entirely new again...

No repeats of SF:EX, thank you :(
 
Internally the PS1 and PS2 2d fighters are actually polygon games. It was the only way to get the performance required to emulate the arcade gameplay. When you see a sprite it is just a texture mapped onto a plane.
 
Warm Machine said:
Internally the PS1 and PS2 2d fighters are actually polygon games. It was the only way to get the performance required to emulate the arcade gameplay. When you see a sprite it is just a texture mapped onto a plane.

God damn them is some piss soaked Wheaties now!:lol

next gen 3D samurai showdown + okami art style = sick

That would fucking rock. That was one of the cool features of SS64, when you performed a super move you'd get this bad ass brush art overlay of your character looking all bad ass; then the beat down would ensue.
 
B-Genius said:
Jeez... I'm definately all for it. If Capcom could do this - magnificent concept art style visuals, GGXX-esque resolution and animation at least on par with 3S - there'd be little contest. Only problem would be 'picking' a gameplay style that pleased the majority of fans... I was never really in the loop, but what do people prefer now; Alpha 3? 3S? 2!? Perhaps they'd wow us all with something entirely new again...

No repeats of SF:EX, thank you :(
Hey, I'm just curious where your avatar's from.

If Capcom could pull off a style in the vein of SF3's concept art without sacrificing hit detection and classic SF mechanics (combos with aerial attacks as openers, pokes, etc.) I'd be all for it. Of course, I have no idea how they'd actually accomplish such a feat.

On another note, I actually enjoyed SF:EX on the PSOne because I'd run marathon tourneys with friends that got pretty competitive. The gameplay was simple enough for everyone to get into. Also, the wrestler guy with the crotch-thrust super that propelled the opponent upwards was hilarious.
 
anotheriori said:

Yeah, I'd like to see them animate ANYTHING in 2D to that quality.

Keep dreaming.

Apply some filters on a high quality 3D model, and it's nearly upto the quality of that 2D drawing anyway.

You 2D fanboys need to get your heads out of the sand and realise that 2D has been relegated to the domain of the DS, simply because high resolution 2D just doesn't have enough appeal and costs too much to make.
 
Takuan said:
Hey, I'm just curious where your avatar's from.

If Capcom could pull off a style in the vein of SF3's concept art without sacrificing hit detection and classic SF mechanics (combos with aerial attacks as openers, pokes, etc.) I'd be all for it. Of course, I have no idea how they'd actually accomplish such a feat.

Probably in the same way, that you have no idea how they accomplish the feat of getting modern consoles to render these 2D games... or how they did it originally.

Technically, hit-detection on a 2D plane is a cinch. There's nothing hard about it.

But 2D fanboys will complain regardless.
 
Wow that Rumblefish game looks pretty nice, graphically at least. Donno if I could say the same about the gameplay itself though, but thats not the point. I'd be happy with 3d like that personally, and I pretty big on 2d fighters myself.
 
Rotanibor Eht said:
Wow that Rumblefish game looks pretty nice, graphically at least. Donno if I could say the same about the gameplay itself though, but thats not the point. I'd be happy with 3d like that personally, and I pretty big on 2d fighters myself.

It's a pretty fun game, but it still doesn't have the feel of a spite-based 2D fighter. Feels a bit floaty or stiff at times, but is overall very nice. I wish the sequel would come out on the PS2. :(

In addition to the SFEX series, Arika also made Fighting Layer, which Namco released in arcades. It featured Allen Snyder and Blair Dame as returning characters; the rest were brand new. It played very nicely; you can try it out in MAME, too.

There was also Slap Happy Rhythm Busters for the PSX:

SHRB2.JPG


Cel-shaded 2D fighter released back in 2000(?). Very cool game, with a unique look and character style, catchy techno soundtrack, and "DDR" style finishing super moves. It's one of the few PSX fighting games I still go back and play, along with RBS Dominated Mind.
 
Lyte Edge said:
There was also Slap Happy Rhythm Busters for the PSX:

SHRB2.JPG


Cel-shaded 2D fighter released back in 2000(?). Very cool game, with a unique look and character style, catchy techno soundtrack, and "DDR" style finishing super moves. It's one of the few PSX fighting games I still go back and play, along with RBS Dominated Mind.

This is exactly what I wanna see in SF4.. Wow, totally awesome, I must play this game..
 
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