Sorry, reading post on Droid and composing from computer.
I know it's your opinion Jon and it's tough / silly to argue over them, but this is a discussion board and hopefully I can express this without sounding like a ninny.
Aruging against more frames of animation is just plain silly. I think what seperates SF3 from other CPS3 games and ASW games is the number of
in between frames between
key frames. Which generally makes things look smoother.
Hugo, one of my favorite characters, is a good example of a seemingly over animated character; but in animation the body language, movement, and gesture all lend to selling a character's personality. So Hugo is a big gesticulating mass of crazy muscles eager to clobber things.
Elena is the most amazing 2D expression of the incredible Capoeira martial art style. As a point of reference Capcom's previous attempt at Capoeira - Blanka. ("Blanka's style of fighting in the games is a self-taught savage fighting style; however, Capcom's USA division depicted it as a Capoeira technique.")
If Capcom USA can give Poison a penis, then we have to let them give Blanka capoeira.
If you peruse
Fighters Generation SF3 sprite gallery and pay attention to the key frames; you'll see characters are every bit as expressive as BB/GG characters. Just with more frames between the keys. Also it's not just animation for the sake of MY GOD COUNT THOSE FRAMES OF ANIMATION, there's also deformation of characters to express motion and action without actually animating it.
When I play an ASW game I can see more clearly which characters the dev team paid more attention to, and which ones they just seemingly grudgingly included. The animation quality between characters varies wildly, and my favorite - Tager could benefit from more in between frames since he's such a LARGE character and just comes off as wooden due to lack of frames.
I seem to recall Hakumen also being similarly slighted in terms of animation frames.
Hopefully Kurenai doesn't come in here and beat the ever living snot out of me for talking out of turn.
I hope that clears things up a little. All 2D games can only benefit from more frames of animation. If 3D gaming is all about depth of field, lighting effects, polygon counts, etc. it's the obvious evolution of the true 2D game. Not selling me polygons constrained to a limited play field.
A big problem I have with polygons constrained to a limited play field is they play by the same rules of other 3D games. It's no longer an expression of a world through the filter of the games artist, it is a game world. There is space and volume, there is a defined light source, etc.
I hate to sound like a simpleton; but watching SF3 and asking myself - WHY DOES THIS LOOK GOOD, outside of "I like sprites"; and the answer is visual contrast. There's a select color range for each character that makes them pop against the backgrounds. It seems that the
color iconography is a big part of the game design process that affects my appreciation for a game.
In SF4 the skin textures all look like they're made of wood or on some characters when they camera zooms in they look like they have a terrible rash / skin disease. More important, the characters don't pop despite Dimps best efforts to create Ratchet & Clank style 3D versions of SF icons.
The skin and clothing textures don't sell me on anything and they certainly don't make the game look closer to the concept art, which I think is entirely possible with 2010's game technology. Look at last generation's Zelda game for Gamecube. It was one of the best instances of cell shading in any game and the colors and animation really sold it as "this looks like a cartoon" as opposed to Jet Set Radio's low polygon model characters with black outlines, that just looked like a Saturn/PSX game with everything outlined in black.
Never mind the backgrounds. The backgrounds added for S4 are much better than the ones found in Vanilla, which were completely lacking character. Characters. Not to mention the background characters don't share a consistent visual style in them as the rest of the game characters. You could argue that this is to help the characters pop out, but looking at evolved 2D fighters you'll see background stages with an insane variety of characters and body shapes, also sometimes fun cameos!


As for the terrible Canadian rappers that have pooped up SF3:3S, as someone that has a history with the series starting with SF3:NG that wasn't always there and I don't like it either. However once you get past the intro and character select screen the actual game music is solid.
I've had it argued to me that 3S Candian rappers help sell the "Street" in Street Fighter. To each his own I guess, but honestly - "street" ≠ RAPMOOZICS kids. The Warriors was a great movie about street gangs and street fights sans the presence of booty humpin' jams. Y'know?
This is why I'm hoping Capcom just does a Street Fighter 3 Collection with all three iterations of the game; because there's a lot of great art and music a lot of the world didn't get to see!