![]() The Guilty Gear game peaked with Guilty Gear XX in 2002, with the only follow-ups being minor revisions and misguided spinoffs. ![]() While they’re some talented folk (and one of the few fighting game companies willing to create high res sprites), they’d dug themselves into something of a rut. It’s a 2.5D fighter developed by Arc System Works, who is known worldwide as the guys behind the Guilty Gear series. Yet maybe people wouldn’t have freaked out as much if they’d played Battle Fantasia.īattle Fantasia was released in Japanese arcades in early 2007, and in 2008 for the PlayStation 3 and Xbox 360, with the console versions featuring online play. The release of this fantastic title showed that gamers didn’t really have anything to worry about, because it really does play remarkably like the older titles, coupled with the advantages of 3D graphics. With this in mind, it’s easy to understand why everyone collectively freaked out in 2007, when Capcom announced that the long-time-coming Street Fighter IV would also have fully 3D graphics, albeit still with 2D gameplay. 3D fighting game fans felt they didn’t take advantage of the added dimensions 2D fighting game fans were annoyed that the control and speed still weren’t as precise as they should be. But while these games were quality, and were much better than their predecessors, they still impressed very few. With the advanced technology in more recent years, as well as greater expensive, the developers had gotten a better grasp on how to do things right, with the likes of Street Fighter EX3 and King of Fighters: Maximum Impact. They continued with other such games in classic franchises, both passable ( Fatal Fury: Wild Ambition) and execrable ( Samurai Shodown: Warriors Rage for the PSOne.) Other 2.5D fighting franchises included the clunky but enjoyable Rival Schools: United by Fate (mostly known for featuring overwhelming amounts of BURNING HOT BLOODED SHOUNEN JUSTICE) and the forgettable Star Gladiator (mostly known for Hayate in Marvel vs Capcom 2.) The backgrounds, the speed, the animations, everything just felt off. The characters, which were previously well defined sprites, were now boxy approximations of their original designs. In the meantime, Capcom and SNK and pals were trying keep up by developing their own 3D games, but keeping the same 2D gameplay mechanics as its predecessors, the first of which was Street Fighter EX. From here, birthed the likes of Tekken, Soul Calibur, and Dead or Alive, games which focused mostly on close combat. The boom arguably started with Virtua Fighter, which was drastically different from Street Fighter II or any other numerous 2D fighters. Fighting games, however, were a different story. Most companies responded with, hey, look, here’s your favorite 2D game, but in 3D! Some fared well, like platformers and action games, even if it took them a few years. The wise old ways of 2D sprites were seen as aging and decrepit, crushed under the awkwardly shaped polygonal fist. ![]() The advent and popularity of 3D graphics around the mid 90s were a perplexing time for pretty much everyone involved.
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