>>97554745>It doesn't have to look like a PS2 era third party licensed piece of shit running on the X7 2.5d engine.is this bait?
>It could be hand drawn like Skullgirls.that is extremely expensive, and extremely hard to do right. Considering how they tested the artstyle in the first place, (remaking screenshots in HD) at best it would look like some kind of tweened thing like the recent Shantae. Hell, even vanillaware's games. they're pretty to look at, but all the animation is, is tweening. taking images, segmenting them where needed, then tweening squishing and stretching the image to give the appearance of classic animation.
What you want when you say hand drawn, is something like pic related (since we're on the subject of MN9) and that just wouldn't happen.
>It could be cel shaded like Guilty Gear.it is cel shaded if you look carefully. What guilty gear does is a serious level of technical and visual wizardry to make 3D models look 2D, which is accomplished partially by cel shading, partially by an art direction that maintains a 2D anime appearance, and partially by keeping things like smears and other effects that are typically associated solely with 2D animation, as an illusion to make the 3D look 2D.
And again, that involves a lot of animation. and actually, 11 seems to be doing something similar on some level, especially where backgrounds are concerned. the levels aren't just big 3D maps with 3D depth viewed in 2.5D with that awkward slightly elevated angle. They are linear maps with a background designed to look flat and 2D, as if they were painted.
>It could have proper art direction like Xenogears.it has a proper art direction. What do you define as proper art direction?
>All hype for MN9 died when the artstyle changedit never changed. what happened was the game went complete fullbright mode and the visuals got downgraded from the initial Unreal prototype because it had to run on every fucking console under the sun. so the end result is ass