If the Street Fighter series wants to survive should it go back to 2D???

If the Street Fighter series wants to survive should it go back to 2D???

  • Yes it definitely should!!

    Votes: 40 74.1%
  • No!! 2D is a thing of the past

    Votes: 14 25.9%

  • Total voters
    54

Batsute

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Capcom needs to come through with the same TLC that they put into MH, DMC5 and RE2 and 7 with Street fighter.

Going hand drawn high res 2D would be the unique pop they need. Plus everyone remembers. SF as a 2d thing.

The focus needs to be it being huge with attention to details and story/single player content.

The problem is you can't really sell out fits and mods for that.

Anyway it would be a huge risk, but the industry is lacking a beautiful hand drawn 2d title. The way social media works it would get a ton of attention of being 2d alone.

Beautifully drawn 2D sprites, with a finale to a 5 year story arc with a highly praised fighting system.

Ask SNK about their pockets after they released KoF XIII.
 

The Mad Titan

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Beautifully drawn 2D sprites, with a finale to a 5 year story arc with a highly praised fighting system.

Ask SNK about their pockets after they released KoF XIII.
KoF 13 still looked goofy.

With as much animation that gets drawn in Asian, I have a hard time believing that it cost more to do hand drawn this decade than it did years ago.... If it does it's because the people that can do it are in high demand or just because it takes longer.


I love to know the cost in creating a fully drawn 2d character with detail in comparison to a full 3D model character in detail.
 

The Plug

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Never really played Street Fighter, but with the big success of RE7, RE2 & DMCV, Capcom is definitely going to use that RE Engine, and probably use that facial mocap for a more realistic art style for SF6. It would be easy to do at high framerates too.
 

Batsute

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KoF 13 still looked goofy.

With as much animation that gets drawn in Asian, I have a hard time believing that it cost more to do hand drawn this decade than it did years ago.... If it does it's because the people that can do it are in high demand or just because it takes longer.


I love to know the cost in creating a fully drawn 2d character with detail in comparison to a full 3D model character in detail.

:snoop:Labor and quality control are ridiculosy high. Most animation is sent to the fukkin Philippines because Japanese companies can not afford the high quality cost. Why do think Moe and slice of life is so popular because it’s easier than traditional shouen. The amount of people who do traditional sprite based animation and are experts at that process are dwindling. Just like cel animation, sprite based is a niche at best now.

Skullgirls character crowdfunding breakdown: What that $150K is for

3D animation allow studios to work faster and allow for animations and dynamics to be easily repurposed allowing the productivity to be quadrupled. If it wasn’t for 3D; balancing, DLC, and additional content wouldn’t be viable in today’s video game economy.

Y’all forget these are companies, not y’all nostalgia factories. The revenue has to significantly outweigh the cost of developing such a game at that scale.
 

Batsute

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Never really played Street Fighter, but with the big success of RE7, RE2 & DMCV, Capcom is definitely going to use that RE Engine, and probably use that facial mocap for a more realistic art style for SF6. It would be easy to do at high framerates too.

It’ll definitely reduce costs as they are no longer licensing out Unreal 4, and be able to take full advantage of the engine, but if it can only produce photorealistic games I doubt Street Fighter will use it.

Street fighter has always prided theirselves on taking stylistic choices when it comes to the aesthetics.

At the beginning of development, honestly, we even developed photoreal graphics,” Sugiyama said. “But as you’d expect, if there isn’t that bold, animesque presentation, then the game doesn’t look very Street Fighter-y. Because of that, we shelved the idea.”

Direct from SFV’s producer.
 

The Plug

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It’ll definitely reduce costs as they are no longer licensing out Unreal 4, and be able to take full advantage of the engine, but if it can only produce photorealistic games I doubt Street Fighter will use it.

Street fighter has always prided theirselves on taking stylistic choices when it comes to the aesthetics.

At the beginning of development, honestly, we even developed photoreal graphics,” Sugiyama said. “But as you’d expect, if there isn’t that bold, animesque presentation, then the game doesn’t look very Street Fighter-y. Because of that, we shelved the idea.”

Direct from SFV’s producer.
It's a focus on photorealistic artstyle but it isn't limited to that, DMCV already shows that.
 

King Sun

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Lol at nobody in the thread using the terminology right

Street Fighter and Mortal Kombat are both 2D fighters and have been for years. Not 3D or 2.5, those are different types of fighters.

You mean animated or hand-drawn sprites. Maybe they'll do one eventually, but it's more expensive and more work. Anyway the art style isnt why SF5 is lacking.
I only played street fighter 5 once :wow:
 

parallax

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Nostalgia-bait subpar sequels to 90s games selling 100k copies... sounds like a good way to lose money

Instead look at the current FG market. There's zero new IPs its all legacy franchises, crossovers and spinoff brawlers. The most recent new IP with a large fanbase has been BlazBlue, everything else is relying on a franchise. A new game from the godfather Capcom that breaks the mould and innovates would put them back on top

what does a new ip bring to the table that an existing one doesnt?
 

parallax

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Freshness and intrigue. A new entry point for both diehard Capcom fans and new players to get excited about

but how does that change with an older ip? both new and old fans have something to be excited about
 

Auger

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Fighting games are in a peculiar place, not sure what draws new gamers to the genre.

Is it customization, storylines, streamability?
 
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