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The animation is very much intended to mimic hand-drawn 2D and that's the only reason why we even got something that's so closely resembling the original source material despite using 3D models.
The art-style they have gone with and the presentation is unquestionably fantastic.
Only issue is their insistence of replicating the micro-stuttering of 2d animations (due to limited frames). Which really doesn't work the same way in 3d. Especially when we have pretty much gone out of our way to minimze that stutter in near every 3d medium.
If they went with smooth frames without any of the 2D artifacts, this game simply wouldn't look the same.
edit: they should really make it so people that dont even own the game cant post topics
It looks weird in other game genres because the camera keeps smoothly moving.
This is also why they can allow themselves to use an additional light source directly attached to and animated with, character models. They alter normals by hand to simulate the intentional lighting mistakes that are common in comics and manga as well, highlighting faces and silhouettes better.
More in-depth: https://www.youtube.com/watch?v=yhGjCzxJV3E
If we didn't have decisions like these every fighting game would look like smooth mortal kombat-ish HDPBR slop. To the contrary, non-photorealistic art directions and the animation styles that come with them should be so much more than welcome. It's a genre that is so heavily tied in terms of mechanics that more artistic freedom is great. Arcsys are the ones who pioneered this artstyle with Xrd and pushed its boundaries with GGST, let them cook.
I wish a game had this art style but had smooth animations like Project L does.
Was also one of the many reasons Berserk 3d looked terrible.