Honestly, I'd rather have this on PS4 to take advantage of that Share button. Every GG player uploading their matches and combos to youtube can give the series a great boost in popularity.
Good point, would be nice to immortalize those DOUBLE KOs.
Honestly, I'd rather have this on PS4 to take advantage of that Share button. Every GG player uploading their matches and combos to youtube can give the series a great boost in popularity.
Honestly, I'd rather have this on PS4 to take advantage of that Share button. Every GG player uploading their matches and combos to youtube can give the series a great boost in popularity.
How could it look "extremely dated"? Compared to what? Which games in the same visual style will make it look dated?I don't know why they decided to use the unreal engine for this, as this game will look extremely dated as a PS4 title when it releases.
How could it look "extremely dated"? Compared to what? Which games in the same visual style will make it look dated?
Honestly, I don't get this idea some people have about "next-gen" where all games will look fundamentally different from now. Games that want to implement a specific visual style will still do that on next-gen, they'll just be able to do so with far higher quality.
because it looks like a PS3 game.
It also took some months for them to animate all the sprites. In reality it isn't that much more cheaper to create than 3D models. I recall that to do a new costume in Street Fighter IV was as expensive as creating a Skullgirls character model.
I mean hell even one person can do the impossible King of Fighters post XI pixel art.
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The problem comes when you are trying to find people and trying to have the assets flexible. Once a sprite is done there isn't much more you can do with it. You can't borrow animations and you can't really reuse them if you are going to update them for future systems. For example if King of Fighters XIV wants to be on the PS4 and use next-gen pixel art that is fine but they can't reuse anything they've done in King of Fighters XII and XIII. Meanwhile Capcom can just import their SFIV models and just update the textures.
This is one of the reasons why 3D is so much more popular than 2D. And we haven't even gotten to the fact that the market prefers the look of 3D over 2D.
You have to keep in mind that the game launched with 20 characters. So in reality it was less than one month per character.
In an excess of hype after watching the trailer, I ran and bought GG+R for Vita ... then I remembered that I never really played a GG and don't know how to play. *sigh*
How could it look "extremely dated"? Compared to what? Which games in the same visual style will make it look dated?
Honestly, I don't get this idea some people have about "next-gen" where all games will look fundamentally different from now. Games that want to implement a specific visual style will still do that on next-gen, they'll just be able to do so with far higher quality.
The game looks fun and beautiful. I hope there is an option to mute the soundtrack. Yuck.
We've seen literally 1% of what they have in store for us in terms of character moves, stages, music, etc.I am super stoked.
I just don't see a lack of deformation. Ky and Sol don't deform that much in classic GG art. They've always had fairly normal proportions, even in action shots. Wait for characters like Faust or Zappa.
I think the problem is that characters are rendered at such a high detail now, that they need to be more complete. I think a lot of old GG designs were super mad anime, and all you had was one piece of HQ portrait art per character, but that was enough to fill in the spaces with something else.
What makes GG metal-inspired is not necessarily the character art, but the complete package. We haven't heard any stage music or seen any of the UI. None. All we saw was one stage that evoked a bit more Trigun than you were comfortable with, which was accompanied by a trailer score (Not stage music).
The game looks fun and beautiful. I hope there is an option to mute the soundtrack. Yuck.
All we saw was one stage that evoked a bit more Trigun than you were comfortable with, which was accompanied by a trailer score (Not stage music).
This is cool in theory and I applaud them for making it look like sprites, but why do they move like sprites in desperate need of someone drawing in-between frames? This has killed me about HD 2D fighters: they are amazing in screen shots but look like crap in motion. Going to 3D but still keeping everything crazy choppy seems like a waste of time. It's like the worst of both worlds rather than the best.
I wish PS3 games could look like that. They can't.because it looks like a PS3 game.
Agreed! Why try to make the game look like bad 2D?
To preserve the gamepaly?
Because animation in single moves doesn't really matter when you're cancelling them in to other moves all the time?
Repostin' avatars for the new page! Quote if you take one, etc.
It'd be cool to see aGirlfriendGun Flame vs Stun Edge avatar posting at some point, heh.
Full gallery: http://minus.com/mbulTNFLcDfVLa
Sample of available avatars:
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I wish PS3 games could look like that. They can't.
(unless you are one of those people who considers something "looking the same" whether it's rendered as a jaggy 720p mess or in 1080p with pristine AA)
"It was early considering the amount of fighters out on those systems amounted to Soul Calibur 4, MK Vs DC and SFIV just before it."
Dead or Alive 4 and Virtua Fighter 5 were out as well.
I wish PS3 games could look like that. They can't.
(unless you are one of those people who considers something "looking the same" whether it's rendered as a jaggy 720p mess or in 1080p with pristine AA)
Yes, because more AA and 1080p shouldnt be the only factor between next and current gen games.
Because then GoW HD collection is a PS3 level quality game. Or any game tun in PCSX2, EPSXE, or any other emulator for that matter.
I just watched some footage from this game again after all this Xrd stuff, because I remember being super impressed with it, but I think the Xrd stuff easily looks like a gen ahead of this.
Anyone who thinks this could be done on current gen is crazy/inexperienced with current gen 3D cell shading. The best we've seen of current gen for cell shaded 3D are NiNoKuni and the Naruto fighters and this is leagues above them: With those it looks nice and in certain circumstances I've thought "wow, this looks almost as good as if it were actually animated" but it was always just off enough you could tell (at best you wouldn't know unless you were told but once you do you can clearly tell), but even on re-viewings of the Xrd trailer I'm sometimes in disbelief/questioning on whether or not it's actually 2D animated or 3D cellshaded.
Honestly, I'd rather have this on PS4 to take advantage of that Share button. Every GG player uploading their matches and combos to youtube can give the series a great boost in popularity.
The game looks fun and beautiful. I hope there is an option to mute the soundtrack. Yuck.
I expect you haven't followed the series too closely.This is cool in theory and I applaud them for making it look like sprites, but why do they move like sprites in desperate need of someone drawing in-between frames?
Crazy hyped for this, my exact response thought train on watching:
"Can't wait to see what they've done with GG, hopefully better spritework even than BB... wait, Unreal engine? not a good sign, hope they didn't go with SFIV 3D models... (Sol and Ky show up) Oh thank goodness, looks like they definitely stuck with sprites, the styling isn't what I was expecting but they do look higher res... (rotation happens) W...T...F... Holy shit! That was 3D?! (cutscene) Ok so they're still doing some 2D animated cutscene stuff, cool! (as it goes on) holy shit... I think those cutscenes were also done with 3D models"
Anyone who thinks this could be done on current gen is crazy/inexperienced with current gen 3D cell shading. The best we've seen of current gen for cell shaded 3D are NiNoKuni and the Naruto fighters and this is leagues above them: With those it looks nice and in certain circumstances I've thought "wow, this looks almost as good as if it were actually animated" but it was always just off enough you could tell (at best you wouldn't know unless you were told but once you do you can clearly tell), but even on re-viewings of the Xrd trailer I'm sometimes in disbelief/questioning on whether or not it's actually 2D animated or 3D cellshaded.
http://contentssync-arcsystemworks.ambel.info/index.cgi?eid=946
So now that we know this game is RingEdge 2 can we stop doing lame console version speculation and instead try to figure out the real arcade specs?
Because last I heard, RingEdge 2 is powered by a GTX 560ti and PS3/360 won't be having any of that.
The only reference I've found on it having a 560ti is a random facebook page and people in this thread referring to that facebook post.
The point is that they're keeping the same basic frame data (and thus same frames) that they've been using for the last decade and a half.Fluid animation does not meant frame data doesn't count.
Look at fluky stuff in VF like Vanessa's Intruder Hook, or some things in KOF like certain normals. Or even 3S.
Arc animation generally does suck. Great spritework but poorly animated. KOF was great spritework with solid animation, then you have Skullgirls which is great at both.
This almost has to be PS4.
Let's be honest though, it came out last September, over half a decade after the release of this gen's consoles. The 2009 pc-based board was capable of running games of this gen's graphics, why would they make another one for the same purpose?
I have no idea, but I can't really reference it to see if it's comparable or possible to port to current gen without solid specs.
Doesn't help that the only games on it are GGAC +R and a French Bread game. Not exactly benchmark games.
I kinda wish that they would replicate Ishiwatari's style now that they're able to get more definition compared to the original sprites. His style gives a lot more definition around the eyes and mouth, and generally a lot more detailed.
The models so far are fairly faithful to the style of the sprites.
The model seems rather low poly for a next gen game. Look at the shot that shows Sol jumping from behind - you can clearly see the sides of his pants' polygons.
It was early considering the amount of fighters out on those systems amounted to Soul Calibur 4, MK Vs DC and SFIV just before it. If they want to get as much of the pie as they can they'll be better off going ps4, I mean it's not like they haven't already expressed interest in a ps4 game or where one of the companies to get early dev kits for it or anything.
Midou said:Perhaps they kept it under wraps because it might give away something from Sony/MS's systems or something. I'd imagine they spoke to Sony and MS about what they were going to be doing. I'm sure they will reveal the specs eventually.
I expect you haven't followed the series too closely.
The technical side of the Guilty Gear series relies very heavily upon framedata. Each frame of animation has unique properties, which technical players study.
Probably the most important aspect of this is knowing during which frames you can RC and FRC, however some frames also have invincibility for a portion of the character's body, and sometimes for their entire body, and sometimes to different types of attacks.
If they made the animation fluid, it would completely change the series' characteristic gameplay.
fuck me, guilty gear has always looked "animay", what the fucks up with this bizarro world where people like GG but don't like anime try to act like it never did.
Well if you look at stuff like Naruto Ultimate Ninja Storm 3, those polygons on his pants you can see for one shot you can see at all times everywhere on every character. I'm sure they will continue to improve it until release, but once again, ArcSys is not the one who will be leading the technical aspects of the next generation. It is still impressive in its own right.