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>> No.8148442 [View]
File: 21 KB, 154x155, sinclair-slashes.gif [View same] [iqdb] [saucenao] [google]
8148442

>>8148427
Let me add an analogy. You would not show an architect a drawing from Miyazaki and ask him to build you that house. He would simply not know where to start. Artists draw the ideas of things, or what we think things are supposed to look like. Architects and fashion designers draw what could really be constructed. And it is a horribly complex job to convert one into the other. It is however a trivial job to look at a photograph of one person and convert their proportions to those of another, or to take a building drawn for one plot of land and to fit it to another.

>> No.6598649 [View]
File: 21 KB, 154x155, sinclair-slashes.gif [View same] [iqdb] [saucenao] [google]
6598649

>>6598582
This, and a lot of AoF3's animations feel stiff when compared to other fighters, but I think that's because it's a series which sought to more closely emulate actual fighting techniques (inb4 examples of fireballs, etc.). The thing is, a perfectly executed kata as the one in this gif is so structured that it lacks individuality, which is sort of the point of complying to form but makes for a boring visual presentation. That's a drawback in a video game which is inherently half visual presentation.

For example, pic related is a great depiction of what advancing on your opponent with a scimitar should realistically look like, but in copying reality so closely it loses all of its flavor and style. Sinclair's character design itself is far more interesting than this animation which causes a clash and that's a shame. I really applaud just how well the animators conveyed real fighting poses and attacks, but in doing so the overall visual presentation of the game looks bland next to contemporaries such as RBFF and SFIII.

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