*Hand drawn and Animated skullgirls character
Aris said yesterday in his stream that he wasn't crazy about doing paid commentary any longer, in the future he's doing it for "the love of the game." He's a soul gamer now.
sounds like he was just high
NRS has always looked wonky at the start of their releases.
NRS has always looked wonky at the start of their releases.
Lmao, didn't Kitana have that squatting kick since MK2(think most characters had a kick like that back then) it's amazing. I really hope Cammy's air throw animation doesn't make it to the game the way it is, it really sticks out in an otherwise well animated game.
Also, Baiken's animation is pure love. <3
He's not talking about the start of their releases. He concludes the video by stating that the animation style is a (poor) choice, a choice they shouldn't be making with their huge budgets and excellent animation in cinematics, intros, fatalities, etc.
This video really nails what I find offputting about NRS games and why I can't derive any joy from playing them. Animation quality is one of the most important things to me in a fighting game but despite NRS nailing numerous other aspects in their games, the poor animation renders the game pointless for me. His comment about how the animation should give you insight into the character's personality is absolutely true. Not only are MK characters mostly devoid of personality but the animation they have often contradicts what personality they do have.
The sad part is that this issue will never be fixed because their games sell extremely well so it clearly doesn't matter to most people. It makes sense, too, because the casual audience is watching cinematic trailers and what's likely sticking out to them are the intros and super moves which are extremely well animated. Everything between that looks like garbage but when one of a two minute character trailer is cinematic fluff the ugliness doesn't stick out.
Or it literally doesn't bother people or they think it looks good. And how is there no personality in MK's characters animation? That sounds like complete BS tbh
Watch the video for examples. The majority of the idle animations don't really represent the characters and are interchangeable. 90% of them are the characters weirdly hunched over while waving their arms around with their feet locked in place.
Great video. I always wondered why there was something about NRS animation that I disliked and this video got it spot on. They simply don't want to spend money on better animators.
This, it's fairly visible in command grabs and supers,etc that they CAN animate them well but having to stick to this rather archaic system just forces them to make weird looking stuff to make it "legible"I don't think it's a problem necessarily with the skill of their animators, but rather constantly trying to pay homage or keeping the games like the old ones.
I don't think it's a problem necessarily with the skill of their animators, but rather constantly trying to pay homage or keeping the games like the old ones.
I think it's a bit of both. I'm not saying thier animators are completely useless but they can certainly study more on characteristics, personality and the physical form when it comes to animation. Maybe in future iterations it will have improved but I doubt it.
Yeah, its weird that this is the first thing I've seen to widely explain the inconsistencies with it. And made by some random dude who reviews harem anime of all things.I'm kind of amazed that this video hadn't already been made dozens of times before. He nails it, and even points out how grating it is because the cinematic animations are sometimes fantastic.
Yeah, its weird that this is the first thing I've seen to widely explain the inconsistencies with it. And made by some random dude who reviews harem anime of all things.
I feel like every few months there's a post that nails an additional reason for why NRS games look/feel so unpleasant, and this is another.NRS characters stand too upright, it's like they are competing in beauty pageant or something
This video, although not about videogames, explains this concept pretty well.
https://youtu.be/TzCGknQg1vk
I think it may be hard to articulate what was wrong with it despite many people, myself included, could recognize something about the animation looked really off.
Animation in fighting games can be a difficult subject to discuss. For instance, the animation for getting juggled in MKX looks really bad and I'd even describe it as being "unrealistic" but using that word just sets up people to go "oh, the game where a hellspawn shoots chains out of his hand is unrealistic?" Cartoon physics still have a basis in a reality and the farther animation gets from that reality the shittier it looks.
This video, although not about videogames, explains this concept pretty well.
https://youtu.be/TzCGknQg1vk
according to Jwong the best VS game is TVC cuz of the balance
Don't know about I2 but MKX cinematics wasn't made by NRS.I'm kind of amazed that this video hadn't already been made dozens of times before. He nails it, and even points out how grating it is because the cinematic animations are sometimes fantastic.
MKXL was the first NRS game I gave an honest shot, and I even enjoyed it, but every character swinging their arms like pendulums bothered me way more than I thought it would.
Don't know about I2 but MKX cinematics wasn't made by NRS.
The prerendered stuff. Fatalities and story mode are mostly motion capture.Wait, it's not? Also, which cinematic are you talking about, the X-Rays or thier story mode?
according to Jwong the best VS game is TVC cuz of the balance