Tales of Arise thread since last one was shit

Tales of Arise thread since last one was shit.

Attached: tales-of-arise-2019684233244_1.jpg (1200x630, 129K)

Left or Right?

Attached: 1478901248.jpg (3840x1080, 1.28M)

I'm sure it did.
since we know nothing about it.

How is a giant boar an early level monster? What's a mid level monster then? A dragon?

arise, tales

What's this serie about ?

A recolor of said boar.

Left just because I fucking hate klk.

the power of friendship

Right: Fighting game with 16 characters and a few stages
Left: JRPG with hundreds of character models and huge maps you can freely explore

Right's artstyle is much better, no contest.

Kill la Kill is already known to be absolute garbage so I don't see the point of this choice

>Tales of Arse

ʰᵉʰ

>2 swords

my nigga ludgar got reborn

>hundreds of character models
how is this a benefit over a fighting game

Both!

Attached: 1552762002600.jpg (1280x720, 445K)

The model on the right doesn't have a light source. Every single shadow you see there is manually applied by the modeler. This is done for EVERY SINGLE FRAME OF ANIMATION. For every animation a character has, the modeler goes and puts in the shadow where he thinks it'll look best. This cannot work in a JRPG. KLKIF has 12 playable characters (2 of which are recolor). Tales has somewhere around 6 or 8 playable characters (Which much bigger movesets than the KLKIF characters, requiring more manually applied shadows) and hundreds of models for enemies and NPCs. There's also more cutscenes in a typical JRPG than in a fighting game, which characters use different animations in cutscenes which would require even more manually added shadows. The same applies to backgrounds: the right only has a few static stages, all of which are flat arenas with walls. Tales has to deal with huge worlds you can freely explore and has actual elevation and movement such as grass and trees moving with the wind; applying the shadows for all of this would be way too time-consuming.
The left artstyle ignores all of that by simply having a light source and let the maths apply the shadows.
The model on the right is stretched. You can see it well on her cheeks. The cheekbones are stretched to give it that classic Trigger look. However, this only looks good from this specific angle. Which is fine because you'll never see it in game since the player doesn't have control over the camera. KLKIF does this all the time with models whenever the player doesn't have control over the camera. Models get shrinked and stretched to give them specific looks that only look good at specific angles. Look at her sword here. The model is stretched to be longer and have the tip bigger, which looks great from this angle, but would look retarded from the top. Tales of give you much bigger control over the camera, so it can't use this technique much.

1/2

To get the 2D look, the animators make a full animation, then manually remove specific frames. This works fine for a fighting game... somewhat (If you look at KLKIF footages, it actually looks pretty bad compared to other ArcSys games with this look, and it's mostly because the camera moves). Again, works fine in a game with only 12 characters with limited movesets. Pretty hard to do in a JRPG with hundreds of models and free camera.
There is a reason this artstyle has only been seen in fighting games: Those games have very few models and backgrounds to make and the camera is mostly controlled by the devs. It doesn't work for a JRPG unless it had complete 2D gameplay.

Forgot the sword pic.

Attached: DPZqfSAhY6utfhtyw68C7g-1200-80.jpg (1200x675, 106K)

No Sakuraba please

>Tales of UE4 HIRE THIS MAN

>getting hyped over cherrypicked screenshots

>It doesn't work for a JRPG unless it had complete 2D gameplay.
I'd be fine with Tales going back to complete 2D gameplay personally
that being said I prefer how CC2 does cel-shading over how ArcSys does it

>Every single shadow you see there is manually applied by the modeler.
This is completely wrong you jackass. They use a single light vector, keyframed as any bone would, compared to the vertex normal to do the shading. The setup is trivial, and it's easily previewable outside of the engine in any modelling software.

>No Berseria sequel were Velvet and Sorey team up that was hinted in the shitty anime
Did that get dropped or were we just reading too much into shit?

>CC2
What is a CC2?

Cyber Connect 2
Too bad most of their games are anime shovelware

fuck no free roam and side dodging is fucking crucial

Might be saved for later. Or this could be it.

I like this game because it proves the soulless meme legit.
I saw the original thread and didn't even click on it because I thought it was someone shitposting some bland anime tie-in shit in disguise as Tales.
>tales is also generic
Yes, in a classic Dragon Quest way. They went from old school generic to SAO generic, fuck them all.

> new characters are Ludger and Lailah clones
REPLICAAAAAAAAAAAAAAAAAA

Attached: replicaeverywhere.jpg (1280x2880, 1013K)