Okay Hendrix, now for you!
*pops knuckles* Let's get this flying circus underway!
Before I even begin to state my case, I'd like to point out that this little debate, as good and entertaining as it can get, cannot get resolved. This is along the lines of the age old debate "Who is better? SNK or Capcom?" Debates based on tastes of the individuals involved ultimately go nowhere, but for what it's worth they can be pretty fun.
For example, you could swear up and down that red-heads are the most beautiful women on Earth, and I can say that blondes are. Either way we're both guys who like girls, we're just splitting some hairs.
I noticed that a few times in your examples about how much better you prefer the graphics of other 2D fighters, you used the word "clean". I think this is pivotal, because where you consider something "clean", I will usually consider it "simple". I too have been interested in computer graphics for years, and have been drawing since I was old enough to hold a pencil. I'd like to think I have a discerning eye for detail because of this.
You may find animation more of a drawing point in graphics, and there is no denying that Capcom fighters and the Guilty Gear series are overly abundant in that department. However, where my gripe with these games comes is in detail, or lack of detail of the actual art. Remember a little while back, where somebody posted Street Fighter graphics side by side with the SNK vs Capcom renditions of the same characters? The differences were like night and day. SNK, or Playmore breathed life into these characters. It may be a challenge describing this without the visuals accompanying it, but try and remember. Didn't you notice the detail in muscle tone, wrinkles in the clothes, and even defining hair textures? Playmore made these characters finally look "modern".
The reason I used the paper-doll reference earlier is because that's the way these characters look to me. Take Potempkin from the Guilty Gear series for example; he's certainly an interesting character in design, much like the rest of the Guilty Gear cast. But look at his rendering. His skin tone uses very few colors. Where are the highlights? Where are the shadows that should be cast? And on top of that, the artists used a single line to define his muscles. The result is what is supposed to be a very strong and brute strength type character comes off looking flat. In reality, he'd be a lot more rounded, bulky you could say. His weight is not conveyed in his art. Now, look at Cheng in KOF. Here we have a huge fighter that not only
looks big, but in his rendering he becomes more believable because of the quality of art. To add to the believability factor, his belly can jiggle at certain times, the way his clothes contour to his fat frame are rendered as such (loosely fitting where he's not fat, and exceeding tight in the areas he is) also.
Another example would be M. Bison (or Vega for the purists) from the Street fighter games. Here we have a character that is, by all intentions,
supposed look intimidating and strong. But does he? Again, look at his rendering. His red outfit is so simply colored you get no indication of his build or his frame. Sure, muscle tone won't show through clothes like it would if he wasn't wearing a shirt for example, but again, if more time was taken to render his details, some indication would've been put forth. Now, in contrast, look at Geese Howard. Geese can be wearing the top portion of a karate outfit, only showing his forearms, and you get a sense of his physical strength. His shoulders are broad, the wrinkles in the clothes indicate a triangular shape to his top half and a lean "work-out" looking build. As a final result, Geese, though he's fallen off sky-scrapers plenty of times before, he'll be intimidating to fight when you have to face him. Geese gives more of a sense of being a boss than Vega, even before you start throwing punches.
Now, as for the animation, that is an area where Capcom fanboys and GG fans think these games excel. But do they really? Compare those animations with any of the animations from KOF or Samurai Shodown. Sure, the non-Neo characters may look overly animated, but how is this helping their appearance when their rendering is shoddy or second-rate to begin with? Maybe Vega's arms jiggle a little more than Geese's, but where is this helping Vega look any badder? Watch some boxing or PKA tournaments on ESPN, those guys don't jiggle around or sway like crazy while standing there. They take a defensive stance, study their opponent, and then dive in to fight. By comparison, Neo games have garnered a more realistic approach to the rendering of fighters simply
because they don't over-do. Is this to say they
can't over-do because of supposed hardware limitations? Hardly. Look at games like AOF 3 or MOTW for fine examples of the frame rate capability. It appears to me that if anything Playmore, or rather SNK, kept the word
moderation in mind rather than going for a look that is less realistic. They went for substance, i.e. believability, over flash or gimmick.
Another important aspect that I think a lot of people tend to overlook is the consistency of the graphics. Compare the game Samurai Shodown to Guilty Gear. Notice the colors chosen in the backgrounds with the colors in the characters. By comparison, you'll see that SNK characters look like they're
in a bamboo forrest, or they're
in a cave. The Guilty Gear characters, because of their (as you like to say) "clean" rendering look like they're fighting
on the nicely detailed background rather than in it. The atmosphere takes a drop because of this, and resulting in the believability factor as well.
I could go on, but I think you have enough to go on for now. I'll patiently wait for the rebuttal.
<small>[ June 05, 2003, 07:40 AM: Message edited by: Lou Gojira ]</small>