shelcoof wrote:beanboy wrote:I think that is one of the reasons, why some Fighting Vipers fans were not happy with the sequel, that was released and ported onto the dreamcast. Some seemed to call it a rushed poor mans port. Also, I like sega's graphical style, but imagine if Fighting Vipers 2, graphically looked a bit close to DOA2 on the dreamcast.
Huge reason why the FV2 community weren't happy were due to the inbalanced bugs that made certian characters S tier. Read about it ages ago
Regarding Virtua Fighter 3 on the Dreamcast. The polygon count was much lower on the Dreamcast but other than that from my own experience lookes and plays identical to the arcade. I could really tell with the lower polygon count but it was very close to what the arcade looked like.
Fighting vipers 2 favors heavy characters , it's not glitch, that's just how the game plays( if anything play the arcade version and you will the gameplay is 100% intact). If anything the glitches are in the finishers animation is broken for a few of them. The graphics on the other hand crazy downgraded, their armored forms lost a lot of polygons( I would estimate half) , stages where chopped off ( replaced with 2d images, buildings missing sides , one stage completely redone to remove tower even though camera still behaves like tower is present and list goes on). Some lighting was removed.This was a far worse effort than Virtua fighter 3 despite being handled my am2.
Virtua fighter 3 genki admitted that it had reach 90% of the polygon count than the model 3 version, that's not MUCH unlike fighting vipers 2 chopping everything in half or worse. The backgrounds seem to be pretty intact except for some Faraway detail. The biggest impact imo is the stage texture quality and the lowered polygon count of the characters and the removal of some clothing physics.
I'll probably look deeper into vf3 next.