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Nope, just the censored one.
Also in case anybody has trouble with slow downloads on steam like I did, try changing the preferred download servers in settings. Also for some reason when downloading old depot versions I find the steam depot downloader to be waaaay faster then steam console, like 10x faster it's really weird.
Since people are asking about censorship and you mentioned this is the May version, to avoid confusion it might be useful to know that there is still technically censorship in that version, just not the most recent one.
-Namely Valentine's crosses are magenta instead of the original red in most of the art and it's really annoying when you notice how haphazardly that was changed, since some of the art still has the red cross unchanged, they're lucky they were never on the Red Cross's radar, I imagine the Red Cross lawyers would have been salivating at the mouth for an easy payday.
-Fillia and Cerebella are also censored due to the 2015 skirt/panties debacle.
-Parasoul is also interesting, not only since one of her animation frame dumps was censored since the launch on PC, but also because her armbands were missing from the animation frame dumps as far back as 2015, but are present for some of her alternative color schemes. As a side note some of her promo art never had an armband to begin with, while some art did have it before the more recent changes. Also it's interesting how many "holes" are present in some of the animation frame dumps, it's really noticeable in frames like facedown-fwd04_parasoul_1p.png. It's also funny how in some cases you can notice hints of how the frame was edited and changed over time, heck Parsoul's legs and ample posterior still "bleed" trough some of the previously mentioned censorship in the frame dumps. That kind of stuff really makes it seem like some changes were either handled by the more inexperienced members of the team, or were haphazard and last minute, as it clashes with how meticulous a lot of other stuff is. And it's also a testament to how difficult it is to work with line, fill and palette overlays when they all need to come together properly to make the final frame, yet remain separate internally for the game engine to know how to use them properly. Fillia was the earliest character that went trough probably the most changes and iterations, yet her frames are some of the cleanest, unlike Parasoul's that seem to be riddled with holes like they were Swiss cheese, so that's quite interesting.
The sprites in the Digital Art Compendium are all based on the default palette. Parasoul's default never had the armband. So the DAC sprites are the exact same as they were pre-updatr.
No sprites were actually changed here, no redraws were necessary. Whatever you think you're seeing... you're imagining. You're overscrutinizing it looking for a gotcha without even realizing it wasn't even changed.
But ignoring the controversial changes for a moment I think changes in general are interesting from a development and artistic perspective, understanding the engine, the workflow, the constraints and individual artistic touches.
Like some of the falling frames have misalignment that to me look like the result of misjudging the ground location by a few pixels, hence requiring adjustments. Or how some combat frames have slight left/right misalignment, probably because of the need to fine tune placement against opponents.
If you know anything else, or have your own fun theories I'd like to hear them, I'm sure we can both agree the sprite work on this game was a Herculean effort worthy of some analysis.