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The other thing that could be better is, the story mode scenes could use more work (aside from the action oriented ones). As it is, it's using a lot of stock animations & most of the scenes aren't animated with as much care as the gameplay. But hey, this is the proof of budget limitations & if there's one thing they should cut costs & time on in order to improve on other more important animations (read: gameplay) then the story mode should be it.
So you haven't watched the video, where they actually explain, that they do frame-by-frame adjustment? The artistic choice has gameplay relevance as well. There are literally attacks and animations, that don't take longer than 20frames. Theses animations are cut up into important keyframes. Keyframes are hold longer to give a better understanding of which attack is happening. Additionally GG uses lots of Hitstop. Hitstop literally stops the game for a small amount of frames to give a stronger feel of impact and give the players a better way to recognize animations via their keyframes.
The artstyle increases recognizability, readability and a unique, outstanding look.
Which I take is probably one of the problems of having a 'very controlled' animating process such as this where some scenes are budgeted less than the rest when they should have need more, and the crew can only do so much to not make it look bad.
Animation in general also shares this problem, especially on the anime side of things. Certain scenes where budget is cut short and/or tasked with less-skilled animators would have obvious evident flaws in them. This is not saying the same problem within Xrd should be ignored ofc, just saying it's one of the common problems in production.
It's not so bad that it deters us from enjoying it, though it'd be great to see these problems smoothed out (especially with the usage of 3D models which should aid in ironing out the problem). Either in X4, or even as early as in the next expansion.
However I'd much rather them stick to imitating the sprite artstyle of older GG games for actual combat and maybe be a bit more loose when it comes to certain cutscenes.
Even to this day I sometimes have to remind myself that I'm looking at a 3D model, which is pretty amazing.
I regret to tell you that I know that what I'm talking about. In Guilty Gear models are animated frame by frame, as if it was a 2D animations (a lot of times because that is the desired effect, and other times because that's the only way to get that huge model deformations or poping in new models such as millia's hair do). Also the skeletons that are being animated have over 2k bones and if you really know anything about posing an skeleton that big frame by frame, you should know that these models take a really long time to animate and that's money.
I understand that interpolation could be used for a lot of the animations, but that not only it would make model-swapping animatiosn really wonky but the ASW team decided to recreate a purely anime like feel so the models actually seemed like sprites, therefor they actually had to use less frames to get the desired effect (you may not like it though).
The real problem is that if you choose both approaches (that is, animating fully frame by frame and also never using interpolation at all) adding more frames would be really damn time consuming, that's why I said that recreating the number of frames that SFIII has for example would be too costly for a game with this sales and with such a small team (it may seem like a big team, but for creating this kind of work is actually pretty small).