@Scotia834 In some ways it could be understandable to become so "adverse", because at the end of the day Capcom is a business company first and foremost, not any different from the likes of EA or Ubisoft, but from a creative perspective there is a big risk of stagnation.
@Scotia834 In general Capcom learned the wrong lessons from SF3's failures.
It led them to be allergic to any kind of development that goes beyond SF2 recognition, which is funny if you put Nakayama's recent interviews in comparison, showing that they're nothing more than PR stunts.
My Metroid backlog run continued with AM2R.
Apparently this game is one of the favourites among the Metroid community. There is definitely a lot of polish and love for the series behind the making of this game.
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One thing this series is not missing so far is music.
It also solved one of my few pet peeves with Zero Mission with more straightforward item tank locations.
Now, time for Super Metroid.
No idea what the fuck they were smoking with some tank challenges though. 100%ing this game without some guides feels nearly impossible, not even just for the difficulty of some challenges as much as the hidden location of said items.
Great game though. Gonna play A2MR next.
Just finished Metroid: Zero Mission. 100% completion.
This was my first Metroid game, as I've never managed to get into the series despite growing up with many SNES and GBA games.
The atmosphere, the visuals, the soundtrack are top notch. Especially the soundtrack.
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@EndailDBC@smoothcat5 Then again I don't want to digress much on NRS, to me the point was very simple. SF had an historical visual connotation, documented by things like Akiman's guidelines, that it's somewhat missing with this iteration, and I'm explaining why things might feel off to people.
@EndailDBC@smoothcat5 Also not sure if using Shrek 5 is the best example, people have more of a problem with its character designs rather than the actual animation style. And in that case it's kind of a reversed case, when that sort of uncanny valley look used to fit Shrek well for multiple reasons.
@EndailDBC@smoothcat5 If anything it goes to show you that to maintain that sort of goofyness a super-detailed and realistic artstyle might not be the way to go, especially for a franchise that was always known to be more stylized like previous SF titles.
@EndailDBC@smoothcat5 That might've been true for the original MK titles, but as time went on models became more detailed and realistic, the jarring difference between those animations and the actual look of the games led to this weird uncanny valley look, which I doubt it's intentional.
@smoothcat5 Mind you this is not about the actual keyposes, which in NRS case they tend to be WAY worse. Just referring to the reason why it may look jarring, due to its animation process.
@smoothcat5 It's a byproduct of bigger emphasis on mo-cap animations and the shift towards a slightly more photorealistic art direction. It leads to some animations and characters having that weird uncanny valley look similar to NRS games.
Frankly I've always disliked this direction for SF6.