> The artists of SF4 definitely took a bold direction; the SF4 games don't really look like any other 3D fighting games. The characters are cartoonish without falling back on the crutch of cel shading; they're realistic without looking like drab psuedo-photo-realism. To me they look like childrens' action figures, fighting it out on the screen.
Actually, Arc System Works ironically was the one who pushed the envelope here.
SF4 took a huge number of cues from Battle Fantasia. The "Super-Attack Zoom-in" animation, the dynamic camera movement, "Super Freeze", and so forth.
Its ironic, because Arc System Works made Battle Fantasia as a "learning project". In various interviews, Arc System Works noted that they had very little 3D skill and needed to train everyone up on 3D Animation skills, and the best way to do that was to make a 3D-animated video game.
Then a few years later, Capcom basically takes all the cues from Battle Fantasia and added a decent-style on top of it (the "Black Lines" and a unique style of cel-shading). And of course, Capcom's SF4 cast was much larger, more detailed animation and all that. Nonetheless, it is clear that it was Arc System Works that pushed the envelope in their experiments with the one-off Battle Fantasia.
https://www.youtube.com/watch?v=YZDJenxXPuM
IMO, Arc System Works has done 3D a massive favor here with Battle Fantasia, and they are once again pushing the envelope with Guilty Gear Xrd.
Not to hate on SF4's style of course. I think I prefer Capcom's SF4 style over say... Tekken, DOA or even MvC3. And Capcom definite added a lot of "love" in the art-style. But the _core_ of the animation techniques were more or less copied from Battle Fantasia years earlier.
Super Smash Bros always had the right idea with the attacks however. If you watch SSB:M carefully, the bones of the various characters expand with the hitboxes. For example, Mario's FAir attack has a huge exaggerated fist, and other characters shrink/ grow with their hitboxes. (Which adds for some interesting strategies / counter-strategies, since hitbox / hurtbox manipulation is a major element of high-level Fighting Games).
The Super Smash Brothers series has been the best at communicating the hurtboxes and hitboxes in a 3D environment. And it looks like Guilty Gear Xrd is finally a 2nd series that finally communicates those important cues as well.
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Still, it is clear that the 3D Artwork style of SF4 is still relatively new and isn't as a refined of artwork. Again, the Chun-Li animation from SF3 is near the peak of Capcom's animation prowess, while SF4 is probably better described as a great first step for Capcom (even if it is in many ways copied over from Battle Fantasia).
Despite that fact, people are wow'ed by the the zooms, the buttery smooth animations, dynamic camera angles and automated shading. Things that honestly didn't take much effort on the part of SF4 artists. Heck, all of those things basically come for free when you use 3D Models.