Everything about Jump Force's presentation is hilarious, not just the plastic art style (spoilers)

Oct 27, 2017
1,178
#51
Some of you are probably behind on the concept of this game. Anime invades the real world. Isekai Fighting Game. That is all.
I certainly get why the style and all bothers some people. I was skeptical until I played the beta too. I'm not saying that there's deep or rich gameplay to be had here, but I'm enjoying it a lot more than J-Stars for sure, and my created guy looks pretty good.
 

RestEerie

Banned
Member
Aug 20, 2018
2,624
#52
Does anyone know more about the developer Spike Chunsoft? They seem really hit and miss with their game development. Do they have A and B teams?
There are the devs of the old dragon quest, the current visual novel games like zero escape, dagonranpa & also fire pro wrestling..
 
Oct 25, 2017
2,959
Canary Islands, Spain
#53
ewwwwwwwwwwwwwwwwwwwww

That gameplay looks like one these terrible fan-made UE4 tech demos.
"ZELDA OCARINA OF TIME UE4 REMAKE!!!!!!!!!!"
"MARIO 64 UE4 REMAKE!!!!!!!"
"UE4 ANIME FIGTHING GAME!!!!!!!!!!"
 
#55
There are the devs of the old dragon quest, the current visual novel games like zero escape, dagonranpa & also fire pro wrestling..
I know that from Wikipedia. I was looking for a more inside scoop, because how they can go from amazing to meh to bad to amazing again when making games is intriguing to me. It feels like some A team/B team shenanigans.
 

RestEerie

Banned
Member
Aug 20, 2018
2,624
#56
I know that from Wikipedia. I was looking for a more inside scoop, because how they can go from amazing to meh to bad to amazing again when making games is intriguing to me.
If u think about, that's pre-souls FROM software resume in a nutshell too.
 
#59
If u think about, that's pre-souls FROM software resume in a nutshell too.
That's another crew I'd like insider info on. Their case seemed more like seat shuffling until a winning combination was found and thus they stayed nearly consistent afterwards, which is what should happen. However this is not happening with Spike Chunsoft. Sonic team can also fall under what you're saying. It's odd to me.
 
Oct 25, 2017
9,740
#60
ewwwwwwwwwwwwwwwwwwwww

That gameplay looks like one these terrible fan-made UE4 tech demos.
"ZELDA OCARINA OF TIME UE4 REMAKE!!!!!!!!!!"
"MARIO 64 UE4 REMAKE!!!!!!!"
"UE4 ANIME FIGTHING GAME!!!!!!!!!!"
That's been my feeling the whole time. I want to be into this game because a great 3D fighter with so many Jump characters is something that could be good, but this semi-realistic style doesn't fit when you also want to stay faithful to the originals. They look like plastic figures, except with smoother (but still stop-motion-esque) animations. And the special effects are all over the place like those amateur remakes: everything's shiny, motion blur up the ass, colours that don't make a lot of sense, all to hide the fact that the assets are actually pretty low quality. I mean, look at Ryuk's face close-up on the second video - dead eyes, no expression whatsoever, and the fact he's not voiced unlike the other characters in the scene is the icing on the cake. Is this seriously the best they can do with this concept?
 
OP
OP
Dio Over Heaven
Oct 25, 2017
1,235
#61
OP, you should remove the video done by Shirako as that guy is a piece of shit.

As for the game, I feel the biggest issue with it would be the fact they talk so much. Not sure if it is a Japanese thing because I saw it in other games like this but it sure is annoying.
Removed on request, but is there another video I can use for kaguya animation examples? Going to bed, I'll update later.
 
Feb 6, 2019
29
#67
when are we gonna get video game equivalent to what Arkham series was to Batman for Shonen Jump. games are just made poorly just trying to cash in on the franchise name.

Beg Nintendo to lend you Sakurai for a few years and make a Shone Jump Bros.
 
Dec 5, 2017
1,523
#68
They have the right idea, just not the right tools and vision on how to put it together. I want a big crossover narrative story with Jump characters. But not one that looks like borderline claymation .
 
Oct 30, 2017
34
#71
What a waste Jump Star IMO is more appealing than this piece of junk and that tell's all you need about how I feel about this game.
 
Oct 25, 2017
720
Portugal
#73
Does anyone know more about the developer Spike Chunsoft? They seem really hit and miss with their game development. Do they have A and B teams?
Before the merge, Spike developed the Dragon Ball Z Budokai Tenkaichi games, the Raging Blast games and Ultimate Tenkaichi.
Jump Forces reminds me of those games.
 
Oct 27, 2017
1,785
#76
WTF super saiyan hair looks super weird, like, it looks black, but I guess it's supposed to be golden but the shadows are all fucked up? Looks terrible.
Also I hate the concept of "anime characters but in the real world".
 
Nov 21, 2018
281
#78
This videogame feels like one of those amateurish projects, but it's not, it's a 110€ product (with the season pass) which looks horrible.
 
Oct 26, 2017
921
#79
I love how some people on my fb feed were blaming it on Unreal Engine. I mean have they seem DBZ, Guilty Gear, etc?
 
Oct 27, 2017
5,457
#84
Does anyone know more about the developer Spike Chunsoft? They seem really hit and miss with their game development. Do they have A and B teams?
Basically anything that isn't their arena fighters or Conception is great (visual novels especially).
 
Oct 27, 2017
2,279
#88
Looks rough alright. Shame... game could have been great fun if Bamco had got CC2 to make it in the Ultimate Ninja Storm style, but Spike Chunsoft were never gonna be able to do anything terribly great with it.

I'll probably pick it up on sale at some point though... I'll buy pretty anything that has Kenshiro in it.
 
Oct 25, 2017
2,473
#90
Even if you dont go full in ASW style cel shading because it triples the work you could easily go Platinum games style cel shading and use outlines a shaders and then hand paint the comic book shadows on a separate map as well as make separate maps for handpainted shadows. It's not hard. You load the model into substance or even photoshops 3d mode, and make a separate layer for each map. One for darks one for highlights and for cel shading not much else. The lighting engine handles the rest in motion because it triggers the authentic painted shadows only based on how much light or shadow is on the object. You can even do multiple normal maps to add the equivalent of screen tone textures permanently in any light or even for beta and tenebris like how Platinum did it I their failed ninja turtles game that while bad was gorgeous.

Seriously. Cell shade is not hard these days. Its damn near as easy as just normal 2d photoshop work where everything is it's own layer any how. Same mentality. Only thing that takes effort is not adding too much shadow and having big black blotches on someone's sides when their arms swing away from them and let light in. Always looks awkward if you got too much and it stays dark even when lit. Easy to correct though. Just gotta remember as you paint In 3d to not go hard on outlines for what ever angle you paint from. Outline properties generate those darks as needed on the fly so your mindset should be only to paint where muscle creases and clothing folds and overlaps are. The rest lighting and outlines will add to it.

Seriously. Not hard.
 
Oct 29, 2017
4,424
#94
I think this kind of thing is pretty hard to do
1. You've got characters who only exist in a 2D world, that typically creates some difficulties as soon as you need to move them to 3D.
2. Their entire animated history exists in a super low framerate, something that doesn't translate very well to comfortable gameplay
3. You've got different characters, by different artists , animated by different animation studios all with thei own trademark looks.

It's not to say it wouldn't be impossible, but perhaps some early choices have made this even more pronounced. The natural looking textures and lighting on characters that only exist as animated cells does look pretty awful.
It's certainly hard to look at after seeing DBFighters

However,It does look like some of the mo-cap has been done using a Kinect.
 
Oct 25, 2017
7,820
#98
Even if you dont go full in ASW style cel shading because it triples the work you could easily go Platinum games style cel shading and use outlines a shaders and then hand paint the comic book shadows on a separate map as well as make separate maps for handpainted shadows. It's not hard. You load the model into substance or even photoshops 3d mode, and make a separate layer for each map. One for darks one for highlights and for vel shading not much else. The lighting engine handles the rest in motion because it triggers the authentic painted shadows only based on how much light or shadow is on the object. You can even do multiple normal maps to add the equivalent of screen tone textures permanently in any light or even for beta and tenebris like how Platinum did it I their failed ninja turtles game that while bad was gorgeous.

Seriously. Cell shade is not hard these days. Its damn near as easy as just normal 2d photoshop work where everything is it's own layer any how. Same mentality. Only thing that takes effort is not adding too much shadow and having big black blotches on someone's sides when their arms swing away from them and let light in. Always looks awkward if you got too much and it stays dark even when lit. Easy to correct though. Just gotta remember as you paint I 3d to not go hard on outlines fro. What ever angle you paint from. Outline properties generate those darks as needed o the fly so your mindset should be only to paint where muscle creases and clothing folds and overlaps are. The rest lighting and outlines will add to it.

Seriously. Not hard.
They already did cel shading with Burning Blood. It's not like they don't know how to do it.