Ys V ~Ushinawareta Suna no Miyato Kefin~, al inglés:
http://agtp.romhack.net/pantheon/index.php?topic=641
http://agtp.romhack.net/project.php?id=ys5
Si alguien sabe por qué no han escogido su revisión Ys V Expert, que no deje de contármelo... ¡!
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Ys V ~Ushinawareta Suna no Miyato Kefin~, al inglés:
http://agtp.romhack.net/pantheon/index.php?topic=641
http://agtp.romhack.net/project.php?id=ys5
Si alguien sabe por qué no han escogido su revisión Ys V Expert, que no deje de contármelo... ¡!
The Ultimax está en las calles desde el 28, con el anuncio de que lo veremos en PS3 a mediados del 2014. El "opening":
Las entrevistas a los encargados del Sega 3-D Fukkoku Project de 3DS [ > ] realizadas por Game Watch están empezando a ser traducidas por Sega America con motivo de su adaptación a los mercados occidentales, y son más que interesantes:
Atendiendo a cómo han ilustrado la lista, se puede hacer una lectura -- los derechos de Progear no Arashi, están en manos íntegramente de Capcom, de manera que no necesitarían llegar a un acuerdo con Cave para hacer algo con él. Todos los juegos sujetos a derechos externos carecen de capturas en la lista (con un par de excepciones -- Strider Hiryuu y, en sentido opuesto, SSF2: The Tournament Battle).
Las únicas ausencias que detecto es Great Mahou Daisakusen, de donde se puede leer que Capcom no ha reservado ningún derecho sobre la obra, a pesar de ser su editora y el recelo que siempre mantiene con estas cosas, y, más curiosamente aún, Gunspike, sobre la que ha de tener derechos por fuerza. Aparece la serie entera de Pang!, por otro lado, sin ninguna mención a Mitchell pero igualmente sin capturas.
"Capcom Arcade Game Sousenkyo". Una encuesta para elegir los juegos para salón de la compañía preferidos por el público en el marco de su "proyecto 30º Aniversario". En lo que esto derivará, solo Capcom lo sabe, pero por lo pronto, el público se ha lanzado a votar por Progear no Arashi y 19XX, que nunca recibieron traslación doméstica:
http://www.capcom.co.jp/cacc/topics/09/
Están aparentemente todos hasta 2011, incluyendo el esquivo Slipstream y el "licenciado" Alien vs. Predator (sin imágenes, éste último, no vaya a ser).
La adaptación a PS3 se postpone a Febrero:

Hecho en China pero disponible adaptación para Occidente en la plataforma Steam:
Don-Patchin es lo último de Cave para teléfonos inteligentes, ya disponible:
http://dengekionline.com/elem/000/000/759/759010/
http://www.cave-world.com/jp/games/donpaccin.html
Y la línea de híbrido STG - RPG para I-OS y Android de la semana la completa Tobe! Son Gokuu ("¡A volar, Son Gokuu!"), procedente de Korea:

I do think the bold outlines are a conscious stylistic choice. It wouldn't be hard to change it if they wanted to. The results are comparable to Daemon Bride, if not better.
I'm far from being a 3-D expert, but bold outlines are usually present in cel-shaded polygons. It's used to hide or alleviate unnatural-looking junctures and edges. But yeah; normally, they could have made them less evident here, but I believe that with the loss of some consistency -- they need everything that can contribute to the anime/2-D illusion they're after.
And I don't see the similarities with Daemon Bride 'cept for the lack of detail and bland colors:

Another benefit I forgot to add is that the "frames" will stay on-model. If you look at some of the old GGX animations closely the anatomy would often shift in strange ways. Capcom could exploit the deformation aspect of 2D animation magnificently (e.g. Wolverine in XM:CotA, which is still the best representation of the character) but the Arc System Works staff was never as talented and it just came across as drawing errors.
Right. But then you should mention the downside for that -- if the frames stay on-model, there's no place for intended abstraction in that regard, either. Many animation patterns look a bit off in GGX indeed, but a good artist will break the mass-preservation rule eventually to emphasize a particular aspect like, say, the perspective, with better results.
These models are a marked step up from the GGX sprites, at least.
Are they?
...!
Also, I wouldn't call slight anti-aliasing "blurriness", and dot graphics use a similar technique to soften edges.
The heck? Where's the anti-aliasing in the BB or GGX sprites I've posted?
Maybe I would enjoy BlazBlue or Persona 4, but I have heard many times that they essentially use a watered-down version of the Guilty Gear X system. I really hope that they don't do the same thing with this game.
I'd swear I read that with Xrd they indeed are doing that. I'm not the best to talk, but BB or P4U's complexity are closer to GGXX' than to SF IV's, that's for sure. P4U2 is supposedly getting a more technical system too.
BlazBlue looks great for dot art. This game looks great for 3D renders.
I'm not sure whether or not you're implying there that both games are aiming for different visual styles and therefore, they aren't really comparable, but if you are, I think you're missing the point. I want to believe you aren't since you already said you couldn't tell they were polygons at first, but then it seems like you can't tell which one looks better, which comes off a little surprising.

Since it's 3D, it has some added benefits. The models can be used for cinematics, you can zoom in and out without pixelization, alternate costumes could be easily produced, and you would have continuity with asymetric designs (e.g. Sagat's eyepatch and scar would not flip). All of these issues could be solved with dot art if you had a Disney-sized animation staff or didn't need to worry about return on investment, but Arc System Works isn't anywhere close to having those kinds of resources.
You call those "issues"? You can zoom-in without "pixelization" on a sprite too by way of the same graphic filters you apply on a 3-D model and its textures (can't see how that's a good thing, though), but are "cinematics", alternate costumes and proper asymetry that important now? So much as to prefer them over accurate colors, absence of blurriness, measured outlines, controlled shapes, fine details, visual precision and, to sum it up, a natural way in every respect of doing 2-D animation?
...!
I'm also glad I'll soon be able to play a side-view fighting game that is more advanced than Street Fighter that doesn't predominantly feature emaciated little girls, and presumably won't have excessive combos that interrupt the fighting with Beatmania minigames, like MVC3. It's definitely one of my most anticipated games now.
I don't see how you'll get all that with Xrd better than with BB or P4U series, but to each his own. I myself, even if I could ignore the fact that making a 2-D fighting game with real-time graphics is a conceptual abomination and therefore, a step back no matter what, just can't tolerate the ugly re-designs and character art they're showing for this. Good thing I was never really into the series, I guess.
Hyakunen Senki finalmente fechado para el día 19 de Diciembre. El avance tras el "beta test":
Coincidiendo con el lanzamiento en Japón [ > ] se anuncia "remake" para Windows, vía Steam, para dentro de un par de semanas:
Prototipos para la próxima de MAME:
http://mamedev.emulab.it/haze/2013/11/20/proto-heaven/
MAME doesn’t really do a good job of 3D stuff, certain devs have ElSemi’s model 2 code, so others don’t really want to waste their time reinventing the wheel, but the devs who have the code aren’t doing it. Model 3 again I believe we have permission to use whatever we want from Supermodel (given the developer has close connections with MAME) but there’s nobody doing it. One of the reasons I can’t leave MAME behind is because I know nobody will pick up what I leave, it will just get neglected.
There’s a complete lack of developers, not just in MAME but in many projects where serious work needs doing rather than just ‘fluff’ See the recent talk about the Linux Kernel and how the dev team there isn’t seeing any fresh blood either. People are coming through with the wrong type of programming skills for something like MAME these days, you just get a bunch of kids thinking they’re awesome because they can program fancy graphical effects with shaders, or write a flashy but functionless front-end with high level tools none of which is really useful to improving the core emulation of systems.
Iwata Asks Volume 8: Yoichi Kotabe
La adaptación del juego de I-OS a PSV estará lista en Diciembre con su vertiente "on-line":






But

...!
Shen Jian Fengyun ("Tougenkyou" en su adaptación para Japón, "The Gladiator" en Occidente) presumiblemente en la próxima versión de MAME. Killing Blade Plus le acompañaría y, aunque aún la emulación de ambos no está completa, parece que no queda mucho:
Skullgirls [ > ] en su versión para WIN, disponible para uso gratuito durante este fin de semana a través de la plataforma Steam:
Miku Monogatari (WIN, gratuito)

http://freegame.on.arena.ne.jp/action/game_2147.html
Descarga:
http://www.freem.ne.jp/dl/win/4864
http://www.vector.co.jp/download/file/w … 07698.html
Fushigi no Gensoukyou 3 anunciado:
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