Oh, right, that didn't click for me for some reason. Sorry. Yeah, you're right.
Is there any real justification for leaving a recurring character out of a fighting game sequel altogether?
Up until the last few years, I would have said that the only reason to do so is if their style doesn't fit into the game itself - but since the usual response to that nowadays is to break the character down and build them back up again with said game in mind, even that seems a bit flimsy.
I mean, normally I wouldn't want anybody to miss out on characters or movesets that they like to use; but when KOF XIII hit home consoles, I was happy that I'd finally get a break from Iori players. And then EX Iori hit.
There are transformations all over in Xrd.
Faust's Dust, Zato-1's flight, Eddie in general, Dragon Install, maybe some stuff from Bedman/Ramlethal that I don't know.
If this counts.
I'm excited to see how Zappa would turn out whenever he gets in.
Well put. One of Xrd's biggest strengths is that most of the bits and ends of the models switch around and transition from move to move really smoothly. All the old animation tricks and transformations ASW tends to use are in full effect, and it looks like the older versions of GG in action (for better or worse - I know some people were upset that the animations weren't more realistic when the first trailers hit). Only time the sheen peels off a bit is when the camera gets close and the game animates normally for a sec - and even that's not too bad, considering it's essentially the same CGI look anime uses now.
It's little things like that which convince me that 3D can't just replace 2D altogether just yet, though. I've always felt that they're two different methods with different pros and cons.
We were watching Evo together for a bit. He's got his work and a lot of ideas for.... stuff.
edit: crap this threat grew like 3 pages since I opened it and left it alone ><
Stuff is good. Stuff sounds promising, at least. I hope he gets a chance to work on this stuff soon, whatever it is.