There’s been a lot to talk about since this past
E3, but you know what’s piqued my interest the most? Street
Fighter 5 (which
should be obvious by now, but whatever).
As I’ve said in the past, the only trailers/footage I’ve grown to trust
is what comes from fighting games, because they give the best indication of
what the final product will actually be.
That’s not to say that SF5 hasn’t
changed since its introductory trailer, but Ryu could throw fireballs then, and
he’ll probably be able to throw them in the full version. No broken promises there, I hope.
There’s been a deluge of info and footage on the
game recently thanks to Eventhubs and friends, and right now it’s looking
really good. I mean that from a gameplay
perspective, naturally, but even when I watch non-HD, non-60fps videos on
YouTube, I still can’t help but think, “Wow, what a good-looking game.” I think what clinched it for me was seeing
Birdie in action; his Super is at once a weaponized joke and a striking
display.
So with the stage now set, let’s talk about DEM
GRAFFECTS -- and prove just how shallow we can all be.
As a guy who’s never put much stock in graphics, I
can’t say I’ve ever been too harsh on a game for having weaker visuals. I mean, one of my favorite games ever is Devil Survivor 2, and you could argue
that its graphics are pulled straight from the Game Boy Advance. Speaking personally, I think that what
matters most isn’t so much how something
is rendered as much as what is
rendered. Creativity and art design rule
the day -- though I guess that the “how” part of it plays a part when it comes
to the style of the visuals. So the
comparison breaks down a bit.
If I remember right, one of the big selling points
of the Xbox 360’s Eternal Sonata was
that it looked beautiful -- that it made amazing use of the then (relatively)
new hardware to create an amazing world.
Same goes for the PS3’s Valkyria
Chronicles. Games like those and
more had strong visuals that added to the experience; if a game tries to invite
players to explore and marvel at a virtual world, then one would hope that
they’re visually arresting, right? Maybe
that’s part of the reason why I like BioShock
Infinite to this day; its city in the sky might have been full of
gun-toting mutant jingoists, but damned if they didn’t know how to spruce up
the place.
It’s easy to be down on what it seems like most
devs are putting out these days, but it’s not as if we’re doomed to an endless
stream of brown and gray. (See: plenty
of Wii U games, plenty of fighting games, and what has to be an incalculable
number of indie games.) I think at this
point we’ve all acknowledged that there’s some
sort of problem; Cracked
has made some handy
infographics in the past, after all.
There are a lot of games that look or feel pretty similar to one
another, and even if they have top-of-the-line graphics and engines and
whatnot, the problem is what they’re trying to show. In a world where Platinum Games exists,
running through an area while things fall apart around you can’t even begin to
qualify as spectacle. But I digress.
Like I said, I put more stock in what gets
rendered. Sure, it’s one thing to make a
photorealistic city or a lavishly-rendered weapon, but if I wanted realism --
the definition of which is debatable even at this stage in gaming history --
then I could just run a Google image search.
Conversely, if I want to be wowed by the sprawling, arabesque
environments of Xenoblade, the
industrialized decay of InFamous, or
the nightmarish hellscapes of Bloodborne…well,
I could probably also run a Google
image search or give DeviantArt a shot, but hey. You can’t jump around like a ninny in
DeviantArt. Speaking of jumping, let’s
go back to where we started with this post and chat about Street Fighter 5. Or to be
more precise, Birdie.
The very second I saw Birdie’s win animation, I
thought to myself, “Yep. I’m probably
gonna play this character some.” (I have
my doubts that he’ll be the game’s only grappler, but if my guess is right and
my main T. Hawk gets cut, then he’ll be a welcome substitution.) In all fairness, that extends to pretty much
all of Birdie’s animations; he’s grown into a slob -- literally, in this case
-- but he’s still a thug who likely cares deeply about looking cool. He’s not exactly the best at looking cool, mind you, since one of his
jumping attacks has him planking in midair; still, I can see the effort and
artistry that went into him even at this stage in development. Also, Chun-Li looks amazing in every sense of the word.
I’m not quite ready to call SF5 an audiovisual masterpiece just yet, but it’s definitely
getting there (holy crap, that
character select theme). I want to
see more stages, and hear more music.
But more importantly, I want to see those characters -- because that’s what matters most here. I’m not just saying that in terms of
gameplay, though that’s certainly a part of it; I’m saying that because of the
game’s ability to convey so much without a single word. If Birdie’s animations are any indication,
people won’t just be playing as the World Warriors. They’ll feel
them.
In a lot of cases, we can’t count on video games
to deliver a good story. Street Fighter as a whole is well among
them; there have been baby steps, sure, but as of yet there’s been nothing consistently
substantial. So when it comes to getting
a player invested in a character, the only option left is with the gameplay --
with animations and style that conveys practically everything you need to know
about a character in minutes, if not seconds.
And it works. I’ve used Birdie
maybe three times total thanks to the PS2’s Street
Fighter Alpha Anthology, but I practically know jack crap about him. Yet after seeing a handful of matches with him
in SF5, I feel like I’ve known him
for years -- like he’s a weird uncle of mine who’s also British for some
reason.
I know that the Chun-Li from SF5 is a vastly-different Chun from SF4; she’s more mature and fiercer, and significantly more
serious. She’s fighting to do justice,
not show off or play around. Same goes
for Ryu; he may have the same three moves we’d expect of him, but his brutal
attacks prove he’s not just a martial artist, but THE martial artist that’s
overflowing with power. (That HD
Denjin!) Somehow, Bison is a dictator, a
menace, and a madman all at once. Nash
is a wellspring of calculated violence hiding behind some well-kept
glasses. Cammy is…well, after seeing
Combofiend demo her, I can’t help but agree with the assessment that she’s got
a permanent duckface. But she’s aight.
I’ve always put a lot of stock into characters --
in video games or otherwise -- and SF5 is
a pretty good reminder of what it means to be a good-looking game. I can only begin to imagine how much effort
is going into each of the World Warriors, let alone the game itself; still, I
can see that it’s paying off. It doesn’t
take much to confirm that the latest installment is a completely different
beast from its predecessor, even if you have no idea what a V-Trigger or
Critical Art is supposed to be. Visuals
aren’t everything, but they sure as hell can do a lot to leave an
impression…which is kinda important in
an audiovisual medium. But I could be
wrong. Maybe. It’s possible.
I don’t want to play The Generalization Game,
since that’s a game I tend to lose. But
in light of SF5, and plenty of other
games before/parallel to it, some of the other stuff out there just can’t
compare. I wanted to tap out of the Assassin’s Creed: Syndicate trailer and
gameplay mere minutes in -- and actually did when it showed off a carriage
sequence that gave me nightmarish flashbacks of Watch Dogs.
As you can guess, I’m sick of set pieces where
stuff falls apart around (or falls from under) the main character, because A)
it seems like a waste, and B) it’s not nearly as exciting as devs seem to
think. And when the animations
practically ignore form for the sake of function -- when it feels like what’s
being done on-screen could be done by any old schmuck -- then that’s kind of a
problem. Unless it’s an FPS we’re
talking about, but that can create more problems than it solves. No sense in dwelling on it, though; we live
in a world where Guilty Gear Xrd exists,
after all.
As always, the golden rule is “whatever you do, do
it well.” I have my preferences,
obviously, but I know there’s more than one way to do it. Good designs, good animations, good style,
good creative vision, whatever -- the focus on one or the mix of them all can
create one amazing product, no question.
And that’s exactly why I’m opening the floor for those of you reading
this. I’ve played my share of games, but
my experience is still pretty limited -- so feel free to weigh in with your own
shining examples.
The question at hand is the same one from the
start: what’s the best-looking game you’ve
ever seen? Why was it the
best-looking? And as a corollary, what
does it take for a game to look good for you?
Raw graphical power? A sense of
aesthetics? Striking animations? The fabled ten eighty peas? Feel free to weigh in at your leisure. Share your opinions and experiences, and show
others (or just me) some good-looking games.
Ready? Set…don’t
mind me, but I’m going to preempt everyone and toss this out there.
Okay, so why isn’t every dev on the planet tapping
the PS4 and Xbone to do stuff like THAT?
WHY?!
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