Super Smash Bros. Ultimate: Difference between revisions

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*The particle effects of the game are significantly more cartoony, with a solid-color or cel-shaded aesthetic, similar to particle effects used by [[Bowser Jr.]] and [[Duck Hunt]]. Compared to ''Smash 4'', hits are signified by spark-like blows instead of colorful stars, while attack [[effect]]s appear visually longer-lasting or possess far larger particle effects.
*The particle effects of the game are significantly more cartoony, with a solid-color or cel-shaded aesthetic, similar to particle effects used by [[Bowser Jr.]] and [[Duck Hunt]]. Compared to ''Smash 4'', hits are signified by spark-like blows instead of colorful stars, while attack [[effect]]s appear visually longer-lasting or possess far larger particle effects.
*Continuing a trend from ''Melee'' and ''Brawl'', most returning fighters feature greater model detail than in ''Smash 4''. Character models also react to lighting more realistically, resulting in a soft white "glow" around their edges. Additionally, humanoid characters overall have slightly tanner skin tones.
*Continuing a trend from ''Melee'' and ''Brawl'', most returning fighters feature greater model detail than in ''Smash 4''. Character models also react to lighting more realistically, resulting in a soft white "glow" around their edges. Additionally, humanoid characters overall have slightly tanner skin tones.
**However, hair and fur textures tend to use less complex shading and modeling techniques, resulting in a flatter appearance similar to ''Brawl'' and ''for 3DS'' (better noticeable with {{SSBU|Incineroar}}).
**However, hair and fur textures tend to use less complex shading and modeling techniques, resulting in a flatter appearance similar to ''Brawl'' and ''for 3DS'' (better noticeable with {{SSBU|Incineroar}} and {{SSBU|Donkey Kong}}).
*The characters' design styles are once again unified: cartoony franchises such as the {{uv|Mario}} and {{uv|Kirby}} series have slightly more realistic and subdued color schemes, while those from more realistic-looking franchises such as {{uv|The Legend of Zelda}} and {{uv|Metroid}} series have more vibrant color schemes. As a result, the overall color palette is slightly more subdued and less saturated than in ''Smash 4'', but still brighter than in ''Melee'' and ''Brawl''.
*The characters' design styles are once again unified: cartoony franchises such as the {{uv|Mario}} and {{uv|Kirby}} series have slightly more realistic and subdued color schemes, while those from more realistic-looking franchises such as {{uv|The Legend of Zelda}} and {{uv|Metroid}} series have more vibrant color schemes. As a result, the overall color palette is slightly more subdued and less saturated than in ''Smash 4'', but still brighter than in ''Melee'' and ''Brawl''.
*Time slows down substantially and the camera zooms in with a colorful blue background at significant moments during a match, such as when landing a highly damaging special move (such as a fully charged [[Giant Punch]]) or when breaking a [[shield]]. The camera also does this for potential final hits of a match, dramatically pausing gameplay with intense sound effects and red lightning/background, while zooming in. These are referred to as "[[Special Zoom]]" and "Finish Zoom" by [[Masahiro Sakurai]] and the development team.
*Time slows down substantially and the camera zooms in with a colorful blue background at significant moments during a match, such as when landing a highly damaging special move (such as a fully charged [[Giant Punch]]) or when breaking a [[shield]]. The camera also does this for potential final hits of a match, dramatically pausing gameplay with intense sound effects and red lightning/background, while zooming in. These are referred to as "[[Special Zoom]]" and "Finish Zoom" by [[Masahiro Sakurai]] and the development team.
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