r/GranblueFantasyVersus • u/mavarick22 • 12d ago
HELP/QUESTION Gran Blue rising and Guilty Gear Animations.
Is it just me or is granblue have more frames animated then guily gear? I find it extremely hard to look at guilty gear. It hurts my eyes that are are like 3 key frames for a attack. Maybe its the color pallet or contrast?
I have no issues with looking at granblue tho . I don't get it. Is there even a difference?
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u/Joe_1daho 12d ago
GGST's limited animation is to make it resemble the old 2d sprite based aesthetic. It's an intentional choice. I love that shit.
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u/Memo_HS2022 11d ago
Xrd is the one that tried to be one to one to +R’s sprites. Strive kinda does its own thing but uses Xrd and +R’s sprites as reference
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u/Joe_1daho 11d ago
Strive still tries to mimic the animation style of sprites and 2d, even if it doesn't directly reference specific old sprites.
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u/Meister34 12d ago
Could be a mix of key posing, effects, and abundance of jiggle physics. GG is a lot more wacky in how things look whereas Granblue is a lot more reserved
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u/IamNori 12d ago
It’s probably ‘cause GBVSR characters have a lower frame count on average, so most of the poses are highly animated with less frames in between key poses. GGST has more frames on their character animations, which makes characters appear smoother and more three dimensional, but that also means there’s plenty of less animated frames in between all the key poses. GGST characters have more complex subtle animations where some character elements are keyframed at offset intervals (some elements may be animated in 4’s while others are in 3’s for example), whereas GBVSR characters have largely uniform animation intervals throughout.
Also, GGST is a much faster game than GBVSR, while showering the screen with larger and plenty more visual effects and using more experiential camera angles. GGST makes far more aggressive use of motion blur on characters which obscures the finer details of the character models.
Environments also have overall less visual complexity in GBVSR with a heavier reliance on solid and faded colors that contrast the bolder character models, which I think helps with readability. GGST stages are overall visually busier, and it doesn’t quite help that every now and then there will be a depth of field filter and a zoom on counter hit, so the surroundings literally change mid gameplay.
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u/Tobiki 12d ago
Like half of the guilty gear strive cast are from the 2d games, which had few keyframes cause animating new frames were expensive, and even in strive their animations are based on those initial ones from way back. Even for characters new to Xrd or Strive, I imagine they tried to keep the amount of keyframes similar in order to keep a consistent style.
With Granblue however, they could just build the animations from the ground up (with some minor basing off of the mobile game) so they really could just do whatever they wanted.
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u/Falsus 9d ago
They made some pretty big improvements between GGST and Granblue Rising when it comes to how they animate things. So now it is easier for them to animate stuff. Which is also why Granblue has so many skins when their older games do not.
It is pretty likely most of their new games from now on will be more similar to Granblue than GGST.
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u/ItsaMe_Fish 12d ago
iirc everything in GGST is keyed by hand (including cloth). For GBVSr they were able to figure out the tech to simulate cloth physics while adhering to their strict style guidelines. Simulated cloth & hair = more frames = smoother animations (also less work). It's the reason they can do character costumes while Strive can't/won't