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Again, Battle Fantasia was a learning project for Arc System Works. It was never meant to be an advanced artform. Which is why it is deeply ironic that almost all modern 2D fighting games using 3d art are based on Battle Fantasia camera mechanics.

Compare the super-attack animations between SF4 and Battle Fantasia. And note the following similarities:

1. The 'Super Zoom' that changes the camera angle, to focus on the character performing the super-attack. 2. The 'freeze frame' mechanics: which "pause" all other 3D animations while the super-attack user remains fully animated. 3. The way the background melts into a new environment, and then melts back into the stage as the super-attack either hits the opponent... or misses.

True, SF4 has better character models, better backgrounds, and better animations. But the camera mechanics were all invented and pioneered by Battle Fantasia.



Hasn't the zoom thing been around forever? It goes back at least as far as Rival School and probably earlier games I can't remember - I think Soul Edge did it too?

https://www.youtube.com/watch?v=Wb5rTtSrP3E

Rival Schools also changed the background during supers/knockouts, although it was just "fade to blacks" and 2D overlays rather than a new environment. But looking at this video of Battle Fantasia supers (been so long since I played it!) that's all that game did as well:

https://youtu.be/3TXk38j1wUc

The "freeze other animations while the super move executes" thing is such a minor stylistic thing that I'm having trouble really thinking of it as an innovation and to boot... is that even what Battle Fantasia does? I mean look at this super: the steam in the background is still animating:

https://youtu.be/3TXk38j1wUc?t=115




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