| Original message (558 Views )
| "Re(2):SFV Thread Part 6: PDF Edition" , posted Wed 21 Dec 11:46|
quote:At first I saw this and thought, "oh, of course, a PDF, how useful," but then I suddenly realized it felt weird and was wondering why: it's because it felt like I was at work. While this may be the strangest thing ever to come out of a gaming company's PR department, I love how they are allowing people to twink out with pencil-and-paper RPG-level character stats.
NINTEY-TWO PAGES long PDF
quote: Spoon why are you trying to hurt me
Third Strike in a SFV thread
quote: Urien's evil new reign has begun. Speaking of which, I am pleased to confirm that you can indeed set music for any mode to be the stage music (correct), your character theme (why would you?), your opponent's character theme (don't be an idiot), or random (eh). You can't just mix and match any given theme to any stage, but I'm hopeful that this still frees me from having to sacrifice my firstborn to Iggy as an act of penance had I been wrong, per our...unusual contract.
イギーの挑戦状/unstoppable strengthening of Urien
quote:Young apprentice Mickey, you can be my fellow prophet as we fortell the coming of Hinata. While she's not Sakura, she still accomplishes the goal of "short skirt" and "immensely irritating to Iggy," so I see no problem.
at least one fifth of your Justice Gakuen world domination scheme may come true...
| "Re(4):SFV Thread Part 6: PDF (and web)Edition" , posted Thu 22 Dec 03:02|
Sadly, the tradition of game servers getting fucked up on big updates goes on.
Yep, got a bunch of "cannot retrieve data" stuff yesterday. And i see a bunch of people are getting the rage quit icon too.
Maybe by season 3 Capcom will have this stuff ironed out and we won't have to have the servers be down the entire day to include new characters.
In other new, there are some new silhouettes on PSN
One is obviously Helena/Kolin, but the others are not so easily comparable to other SFV story mode characters.
The two on the right are obviously muscular fighters, but aren't quite Azam. Perhaps they will have Azam, but with a different look.
I tried out Akuma a bit by doing his trials, story mode(I don't think his "story" costume is in story mode btw) and easy and normal survival. I have to say I am having some problems doing the whole sequence of canceling an attack into his V-Skill, doing the Kick extension of the V-Skill and then canceling that into demon flip. It seems like that is a great way to deal damage though.
I still cannot get over the design. Clipping of models in general isn't too much of a problem for me. I see it as a thing that just happens in 3D games, but when clipping is part of the characters default stance it kind of gets on my nerves or when it is right in front of you in character select screen. I wish designs kind of worked around it at least. Change character select poses so we don't get stuff like Ken's hair going through his shoulder.
Then we get Akuma's beads are now a strap across his body for no good reason other than to be different.
I wish we got that hooded design that was on CFN a while ago. It was different, but also identifiable as Akuma.
| || "Re(1):SFV Thread Part 6: Season 2 Edition" , posted Mon 26 Dec 22:12:|
I found recently a couple of American players agonizing over Go... I mean, Akuma, and I was surprised to hear them making fun of some of his new animations looking "sooo stupid".
I didn't notice anything during my short time with him, and if there's one thing Capcom artists are amazing at, it's creating great looking personalized animation, so I went back to the game and tried him to understand what these people were talking about.
Then, I saw the issue: it was a cultural one. Since SSF2X, Gouki has slowly transitioned from half-demon looking bad dude to living buddhist statue, and by SF5, the transition is almost complete, to the point a certain amount of his key frames for several normal attacks, not merely his normal stance or super animation, replicate those famous agyō/ungyō poses. So with the correct cultural background, these animations look good, are a natural evolution of the character and express something about him just by their mere presence, which is something the best animations usually do (shameless Vampire plug). However, they looks silly for someone without the cultural keys to understand them.
It's true that SF5's Gouki has gone extremely close to his statue counterpart: the way his wrists bend palm outward in almost all his animations is unnatural for anyone including martial artists, but replicate kongōrikishi's poses to perfection. They even have his animation stilted to the point that he sometimes starts his animation, reaches the exact statue pose, stays there for a couple of frames, and then attack, which emphasizes the point. Unfortunately, an external cultural eye will only see that the animation stuttered, which is quite jarring in a game where everyone has amazingly fluid animation, and even more for the poster boy of season 2 and one of the most popular characters of the franchise.
It made me think about the graphical state of the game in general, and its main issue of animation vs clipping.
I'm starting to think that the animators of the game have probably a tremendous amount of craft in 2D art (after all, you don't work on Street Fighter animation without a long pedigree in this sphere) but lack knowledge, or interest, in the 3D field and how the polygons will express these animation. This could explain one of the biggest mysteries of this game, that the worst amount of clipping is not due to additional costumes, designed without regards for the original animations, or by small case-by-case interaction of special moves, but by the default costume themselves (Birdie's chain, FANG as a whole, and Gouki's mane even though he has been designed several months after the others), and on the select screen, a huge showcase in a 100% controlled situation, reproducible 100% of the time.
There might also be of course outsourcing problems: the issues that Ken has two still bananas hanging from his head, or that Laura's hair seem to have 3 points of articulation at most, are possibly difficult to fix when you're so remote from the people in charge of making the 3D models. But it also makes me think that maybe, some of the animators are old curmudgeons that still want to live in a time when 2D was king and the CPS3 was a worldwide success, and thus disregard on purpose the limitations and needs of 3D models, like they want to say "see? This would never have happened in pixel art!".
Obviously, I do not know if that's the case or who is actually working on the animations, it may just be that the outsourcing have these people working so remotely that they cannot communicate with each other, on top of a tight budget that makes them say "eh, good enough as it is". But the fact the issue keeps happening, and that they even went out of their way to give Gouki's default costume a giant clipping mane (while his default costume looks fine) gives me pause.
[this message was edited by Iggy on Mon 26 Dec 22:17]
| "Re(1):SFV Thread Part 6: Mecha Gouki Edition" , posted Thu 29 Dec 04:27:|
quote: Ah, that didn't take long. I was all set to complain about how perplexing it is that Kobayashi's trailer music for the Gouki stage is replaced by a lame tune with this awful WUB-WUB-WUB dub-step thing in round 2 which only an X-treme Gouki fan could find cool, but...the stage is really great, the rain reminds me of a good Soul Calibur level, and somehow I didn't notice the weak music as much then.
evolve from getting routinely destroyed by scrub Kens to getting routinely destroyed by scrub Goukis
Prof and Ishmael made me laugh with the exfoliating dog donut motif, but Iggy may have redeemed at least his animations, which I think are a true high point for all characters, even for people who don't like the character art.
EDIT: More importantly, we now have Mecha Gouki, laying to rest any questions about who comes out ahead in the PC vs. PS4 choice.
[this message was edited by Maou on Thu 29 Dec 11:37]