I think this is a really bold move on the developer's part and also the most surprising feature that I've seen in a fighting game in years. The biggest new feature of the fighting system is the YRC, or yellow roman cancel. Modeling entirely new character shapes just for small parts of certain moves is usually infeasible, yet that's exactly what the new Guilty Gear has done.Ĭheck out this comparison of 2D Sol and 3D Sol: But 3D games are usually stuck with a certain 3D model for a character and deforming the mesh is a pain to do. In a game with 2D art, the artists can draw anything they can imagine for every frame, and so 2D fighting game characters often have limbs that change size, swords that whoosh into a blur, and entirely new shapes that appear only on certain frames such as Millia's hair attacks in previous Guilty Gear games. Arc System Works Team Red (the makers of the game) have created many specialized 3D models that help with this illusion. Certain in the realm of fighting games it blows away every other attempt. Guilty Gear Xrd is far and away the #1 best use of 3D that looks like 2D I have ever seen in a video game. Starting by telling you about the art may seem superficial, and maybe it is, but the art in this game is so notable-such a breakthrough-that I think it deserves special attention. I'd like to talk about the design behind it, but we really have to start with the art.
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