Fighting Games Weekly | June 2-8 | The Final Kountdown

I am not sure exactly what you are asking here. What results are you talking about?

And if we are talking about classical anime hate it's really Arcana Hearts and BlazBlue that get the "classical" anime hate. Like when I think of stereotypical ANIMAY game I think of those two. Guilty Gear even the old one had a cooler anime look and presentation... especially with the heavy metal theme. It's hard to explain but there's a distinct difference between GG (old one) and BB.

This is the post I was originally responding to, and where my questions were directed towards.

So many fighting games hamstring themselves before they even come out with very questionable art style choices.

I'm asking about the results of a very questionable art style.

The difference between GG and BB is that they're from two completely different time periods. GG has a rock influence, while BB is 110% Anime.
 
Everything is anime.

Injustice will be anime at some point.

2371573-846a682ea6e56a8643fa24a28f533c56.jpeg
 
No lie this looks 10x better than Injustice arstyle (in game, not the CG render stuff).


I'm asking about the results of a very questionable art style.
The result is that you get a situation like Skullgirls... a game that many people agree to have excellent core ideas for a fighter but turns off many people due to its artstyle. It could've made it into an EVO line up if it had a better artstyle. The results speak for themselves in that situation.
 
I always said I there should be a Capcom vs DC game. I want to play as Capcom versions of Batgirl and Supergirl. Only Capcom can do them justice.
 
The result is that you get a situation like Skullgirls... a game that many people agree to have excellent core ideas for a fighter but turns off many people due to its artstyle. It could've made it into an EVO line up if it had a better artstyle. The results speak for themselves in that situation.
This statement ignores quite a lot of what actually happened with Skullgirls, but I suppose blaming it all on art style is easier. :P
 
This statement ignores quite a lot of what actually happened with Skullgirls, but I suppose blaming it all on art style is easier. :P
I didn't say it was all on the artstyle but that was certainly one of the factors.

Basically what I am saying is that when the Skullgirls and Smash charity drive happened it was a close race. If Skullgirls had more appeal (artstyle or in other areas) it might've tipped scales in its favor and gotten more money. We may never know of course and it's hypothetical but you still have to wonder about it.


And of course, artstyle in a fighter is not end all be all. Injustice/MK are some of the best selling fighting games this gen. It's merely one of the aspects of a fighter that make it appealing (and that's what Zissou was saying as well).
 
Marvel 3 is weird for me. Sometimes I really do feel like its one of the best executed art styles in 3D games. Almost uncannily looks comic-y. But then, the right hyper or something will make it look a smidge too shiny and then that throws off the whole look. For that reason alone I understand if people don't like it. There's a certain Morrigan move that throws me off every time I see it, I think it's the shell kick.
 
GG XRD is Anme, but its the modern kid-friendly Anime style that works outside of Japan as well.

Skullgirls had such amazing designs in the DLC votes. I just wished they had shaved off the needless TnA fanservice that can make the game uncomfortable to show to certain people.
 
Most of the art in Street Fighter PERIOD is Anime. It always has been. It was Anime before Alpha came out.

edit: To clarify, it was literally an anime before Street Fighter Alpha ever happened.
Haha. I was just watching that movie like 2 days ago. Hadn't seen it since I was like 9. Way better than either Alpha movies.
I could use a mango gelato right about now.

I almost said something crude.....but I just came back from a ban, I don't think I want another............yet........
 
I didn't say it was all on the artstyle but that was certainly one of the factors.

Basically what I am saying is that when the Skullgirls and Smash charity drive happened it was a close race. If Skullgirls had more appeal (artstyle or in other areas) it might've tipped scales in its favor and gotten more money. We may never know of course and it's hypothetical but you still have to wonder about it.


And of course, artstyle in a fighter is not end all be all. Injustice/MK are some of the best selling fighting games this gen. It's merely one of the aspects of a fighter that make it appealing (and that's what Zissou was saying as well).

Or the fact that Smash has a decade+ old community to pull from and Skullgirls was the relative newcomer?
 
GG XRD is Anme, but its the modern kid-friendly Anime style that works outside of Japan as well.
I swear this is like the 100th time I have seen this exact post from you. All it's missing is a FMA reference.

Or the fact that Smash has a decade+ old community to pull from and Skullgirls was the relative newcomer?
That didn't stop Skullgirls from making it a close race.

All I am saying is that it's possible that a better artstyle for Skullgirls could've put it over the top into being an EVO game in that scenario.
 
GG XRD is Anme, but its the modern kid-friendly Anime style that works outside of Japan as well.

Skullgirls had such amazing designs in the DLC votes. I just wished they had shaved off the needless TnA fanservice that can make the game uncomfortable to show to certain people.

How is it kid friendly with the existence of both Dizzy and I-No?
 
Old school fighter backgrounds are so much better than modern ones. I guess nobody wants to put the budget into making stuff like background elements anymore? I want more of this:

SNK are the absolute kings of this kinda stuff. Hope they have something to announce at this year's E3.

uM4SUXw.gif


I shudder at the thought of what they could do with a budget and a next gen platform. To be fair though, Soul Calibur V had some pretty stellar stage backwards as well.
 
The result is that you get a situation like Skullgirls... a game that many people agree to have excellent core ideas for a fighter but turns off many people due to its artstyle. It could've made it into an EVO line up if it had a better artstyle. The results speak for themselves in that situation.

The only bad thing about SG's situation is that the publisher got sued and dev team got layed off. That's definitely not the art style's fault.

For every person that complains about SG's art style, there's someone else that's singing its praises and two others that don't care one way or the other, just like every other fighting game.

The art style is not why it didn't get into Evo. I don't even know how you'd think to justify that.

Anyway, I just wish people would stop blaming the aesthetic of games for why they don't do whatever is they feel like the game should be doing. The art is never the problem, no matter how bad or terrible it is.
 
Sheriff Burger Town is the greatest background.

EDIT - Why am I getting images of Pico when searching for "Guilty Gear Xrd burger guy".
 
Far more damaging to SG were all the delays that pushed it outside the major schedule for that year, and early balance issues certainly didn't help either. Not to mention it was a team based fighter with only eight characters, one of which was a Seth.
 
Kind of feeling the excitement for E3 now. It's in the air, and all of these pre-E3 announcements and leaks are just making it seem like it might be something special. Nintendo in dire straits but with MK8 doing decent, Microsoft seemingly snatching up exclusives with new leadership all around the company, and Sony still being super aggressive in marketing and making the PS4 look like it should be the primary gaming platform next gen. I like this.
 
The art style is not why it didn't get into Evo.

For every person that complains about SG's art style, there's someone else that's singing its praises and two others that don't care one way or the other, just like every other fighting game.
You can't say that with 100% certainty. Hell even I am not saying it with 100% certainty.

I also don't understand your use of anecdotal evidence here. Every person I know in real life who I have asked that play fighting games about Skullgirls say it has a shit artstyle (something along the lines of "cartoon porn" comment). Even the people who actually play Skullgirls think it has a terrible artstyle and is one of the areas where they felt it could've been improved on. I absolutely challenge your claim that the amount of people who hate the artstyle versus love the artstyle is practically the same.

Not to mention it was a team based fighter with only eight characters, one of which was a Seth.
That for me was and still is the biggest problem with Skullgirls.
 
The only bad thing about SG's situation is that the publisher got sued and dev team got layed off. That's definitely not the art style's fault.

For every person that complains about SG's art style, there's someone else that's singing its praises and two others that don't care one way or the other, just like every other fighting game.

The art style is not why it didn't get into Evo. I don't even know how you'd think to justify that.

Anyway, I just wish people would stop blaming the aesthetic of games for why they don't do whatever is they feel like the game should be doing. The art is never the problem, no matter how bad or terrible it is.

I'm guessing Dahbomb sees Skullgirls as another VS game, in a spiritual sense and its art style is one of the biggest reasons why people who play Marvel 3 don't care for it.

I agree with him.
 
Not ashamed in the slightest to admit I didn't go near Skullgirls due to its artsyle. Couldn't empathize with a thing onscreen. No thanks.
 
Dahbomb: You're seriously saying that different art would have tipped the scales for a game with largely an online-only following against a game with a wide audience and a dedicated following that have been keeping their game alive for a decade despite total lack of developer support? At some point you have to consider what's actually more likely here.
 
I'm guessing Dahbomb sees Skullgirls as another VS game, in a spiritual sense and its art style is one of the biggest reasons why people who play Marvel 3 don't care for it.

I agree with him.
Also see my previous post.

My biggest problem with Skullgirls (as far as it being a VS game successor is concerned) is in fact the roster size. The arstyle doesn't do it any favors but it certainly has other problems with it, some that Hitokage also highlighted.


Dahbomb: You're seriously saying that different art would have tipped the scales for a game with largely an online-only following against a game with a wide audience and a dedicated following that have been keeping their game alive for a decade despite total lack of developer support? At some point you have to consider what's actually more likely here.
It was already a fairly close race. Any number of factors could've pushed Skullgirls over the top. Better artstyle could've garnered more fan support as well as random stream monster funding "hey that game actually looks cool, I kinda want to see it at EVO".
 
I don't think they have an E3 presence. Even if they do their previous games have been announced in Japan.

Metal Slug F2P was announced at E3 last year by them. :P

But yeah SNK usually skips out on E3. But who knows...it is KOF's 20th anniversary this august...
 
It was already a fairly close race. Any number of factors could've pushed Skullgirls over the top. Better artstyle could've garnered more fan support as well as random stream monster funding "hey that game actually looks cool, I kinda want to see it at EVO".
I dunno, I saw it as a matter of Skullgirls fans giving it their all with Melee fans being able to match whatever was put up. Maybe I'm completely wrong, though.
 
I'm guessing Dahbomb sees Skullgirls as another VS game, in a spiritual sense and its art style is one of the biggest reasons why people who play Marvel 3 don't care for it.

I agree with him.

Beyond the art style, I also believe Skullgirls is far too slow to get the crossover appeal.
 
I dunno, I saw it as a matter of Skullgirls fans giving it their all with Melee fans being able to match whatever was put up. Maybe I'm completely wrong, though.
Maybe.

There is also the other aspect where if it had a "better" artstyle but one that was perceived as being more generic it wouldn't have gotten as much of a hardcore following in order to get the push to make it a close race.


I would just close this argument by saying that artstyle is definitely not the most important factor for a fighting game's success but it IS a contributing factor among many other factors. To me going forward what a fighting game needs are the following (any fighting game to get all of these correctly will be a success where as others with some of them will have marginal success):

*Brand and character recognition
*Superb netcode and online features
*Decent developer support (no game comes perfectly balanced so games need support to have some level of competitive balance)
*Substantial single player content
*Excellent presentation (great audio and visual design, arstyle is also one of the factors of presentation)
*Playability and how fun it is


The last one is pretty damn vague but is really the most important part.
 
I also don't really dig SG's artstyle, but even more than that, their backgrounds are some of the ugliest looking I've ever seen in a 2D game period. This goes beyond artstyle too, it's just very terribly done.
 
People were absolutely turned away from Skullgirls' artstyle. A lot of folks only heard of the game through the initial criticisms of said artstyle. When people can write diatribe after diatribe about the game based solely on its artstyle, lack of variety in bodytypes or smuttiness, to the point of using it as a crutch for criticizing the game as a whole, it's clearly detrimental to the game.

That said, Skullgirls is Ahad's baby. If he wasn't involved, there's a good chance we wouldn't have Skullgirls to begin with. I'm not sure what Mike_Z was working on before it, but it probably would have been much different than what we have now.

KOFXIV pls.

I could also see a steam release of KOF98UM/KOF2002UM

I'd double dip for a PC port of either w/ online play - preferably both, but I'd take what I can get.
 
I also don't really dig SG's artstyle, but even more than that, their backgrounds are some of the ugliest looking I've ever seen in a 2D game period. This goes beyond artstyle too, it's just very terribly done.

I know, opinions and stuff, but I just don't see that at all
 
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