>2D video game versus 2D gameplay with 3D modelsor as Nintendrones like to call it due to an issue of Nintendo Power, "2.5D"
2D gameplay with 3D graphics isn't a bad thing if you're playing, say, a light hearted game that doesn't require precision in timing and movements. Stuff like Klonoa and Kirby.
But if I'm playing a fighting game or more tactical title, like Ninja Gaiden or Metal Slug, having 3D graphics on a 2D plane is fucking garbage. The precision just isn't there.
I'd rather play Street Fighter Third Strike over any Street Fighter IV title due to this. Completely 2D titles are significantly more precise and usually respond better to inputs as well.
Though I suppose this is mostly a turn off in adventure/action games. 2D fighting games with 3D visuals can still be enjoyable, but I'll always prefer completely 2D versions if they exist.
Not necessarily. I like Goemon's Great Adventure a whole lot and it uses 3D models for 2D gameplay (in stages anyway). It doesn't merely replicate old 2D platformers, though. Different paths through stages twist and turn and actually use the 3D to make the game more fun. Something like that would be much harder in a 2D game because sprite scaling is expensive.
>>334558745
what game is that?
>>334559980
Ya, this is kinda what I meant, even though Goemon's Great Adventure is much more difficult than Klonoa or any 3D Kirby title.
>>334560089
it's just some MonHun fanart by a good Japanese pixel artist
if decently stylized, 3D models in a 2D game aren't bad at all
>>334558745
what's your opinion on Xrd?
>>334559980
God tier game
>>334560275
it's not about style/aesthetics/visuals, but the pixel-precision of movements.
>>334560282
>what's your opinion on Xrd?
One of my fave 2D fighters with 3D visuals, though I prefer Continuum Shift Extend considerably if I'm going to play an Aksys fighter.
>>334560460
>but the pixel-precision of movements.
can't that be changed with hitboxes?
>>334561519
I assumed all 3D models used hit boxes since the fifth generation, and probably most 3D models in the fourth gen, regardless of genre.
>>334560460
What
How is 3d any less precise if it uses proper hitboxes?
Moving one unit right is one unit right nomatter the presentation.
>>334561785
2D Hitboxes completely separate from the model layer, yeah.
>>334561804
"One unit" is a very different thing when you're talking about a strictly 2D game with sprites (which is typically one pixel) and 3D models with 2D gameplay (which could be literally any size depending on the game, resolution, etc, even less than a pixel).
>>334561917
The issue here, even though the hit boxes would be more precise if they're 2D, is the player's ability to visually recognize them.
It's easier for the player to understand and see a pixel-by-pixel character's hit boxes over a 3D model's.