• doublepepperoni [none/use name]@hexbear.net
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    19 days ago

    No, they were very prevalent from sixth gen onwards. Every fighting game, not just DOA, had almost DOA-level jiggle physics but they were in a bunch of other games too

    To illustrate the horniness levels of game developers in this era, during the making of the RE1 remake for the GameCube, the devs held a meeting to decide on the colour of Jill Valentine’s panties on one of her alternate costumes since many of the game’s pre-rendered camera angles had been specifically chosen to allow for upskirts. Shinji Mikami caught wind of this and made them change all of the camera angles. Jill still has ridiculous jiggle physics even on her default STARS uniform

    • buckykat [none/use name]@hexbear.net
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      19 days ago

      Fighting games got to spend processing power on stuff like jiggle physics because they’re doing so little, just two character models and a tiny stage.

      • doublepepperoni [none/use name]@hexbear.net
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        19 days ago

        Fighting games always had the most detailed character models in the PS1 and PS2 days for this reason and I remember being disappointed when character models in fighting games on the 360 didn’t seem that impressive compared to other games

        • buckykat [none/use name]@hexbear.net
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          19 days ago

          The 360 era just kind of looked like shit in general, in retrospect. Not so much for technological reasons as much as just the style at the time of smearing brown over everything.