Polygon Ceiling: Difference between revisions

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** ''[[Mortal Kombat]]'' is particularly guilty of this, with the gameplay and fatality systems being rebuilt with almost every new game.
** ''[[Mortal Kombat 4]]'' was a weird case. Even when it was fully 3-D, the gameplay was not greatly altered from the previous games (with only one limited way to move on the Z-Axis), making it very faithful to the original 2-D games.
** For ''Special Forces'', it probably doesn't help that the creative team behind it (including series co-creator John Tobias) quit Midway [[PunA Worldwide Punomenon|midway]] through development, thereafter the remaining brood rushed it to development.
** ''[[One Must Fall]] Battlegrounds'' attempted to do jump to 3D but failed due to many functionality problems. It was one of the most promising games ever made, but the bugs, lack of pilot/robot progress, inability to go through the arenas fast and awkward controls made for a big disappointment.
** ''[[The King of Fighters]]'' got around this with a "2.5D" subseries a la ''SFIV'' (in fact, predating it), the ''Maximum Impact'' line. For those who still aren't comfortable with the idea, it is explicitly an [[Alternate Continuity]]; the main games still use sprites. In a strange inversion, ''KOF XII'', which is sprite-based, proceeded to bomb. One of the reasons is how they scaled back on everything - half of the roster had been cut, and the main gameplay mode was nothing more than a glorified time trial.
** Nintendo's platform-fighting game series ''[[Super Smash Bros.]]'' was 2.5-D (3D models moving on a 2D plane) from the start.
** [https://web.archive.org/web/20140310175857/http://insomnia.ac/commentary/domination_101/2d_vs_3d/ This article] by Seth Killian, who would later become Capcom's [[Promoted Fanboy|adviser for all things Street Fighter]], pretty much explains why 2D has remained viable in the face of 3D.
 
== [[Platform Game]] ==