• Hey Trainers! Be sure to check out Corsola Beach, our newest section on the forums, in partnership with our friends at Corsola Cove! At the Beach, you can discuss the competitive side of the games, post your favorite Pokemon memes, and connect with other Pokemon creators!
  • Due to the recent changes with Twitter's API, it is no longer possible for Bulbagarden forum users to login via their Twitter account. If you signed up to Bulbagarden via Twitter and do not have another way to login, please contact us here with your Twitter username so that we can get you sorted.

SwSh Why are people saying the graphics are "bad"?

The one tree is an easy thing to point to but it's NOT just that. (also remember, the particular build used to generate trailer footage was probably separated by a few weeks latency.) Some of the legitimate gripes about Sword and Shield's graphics are that there simply aren't enough creature animations defined for their battle animations (which has been conceptually the same system since Gen 1, but it's clear that Creatures/GF hasn't given battle animations enough work in the jump to 3D) OR their field animations, like wild roaming Wingull. Sure, Wingull's idle gliding animation actually syncs up well in cases like the Rotom Camera where it actually is following a plausible "gliding" movement path, but DOES NOT work when Wingull is given a standardized random movement path to follow (though said movement path works much better for terrestrial creatures with distinct walking animations). The creature animations, viewed in isolation, actually ARE pretty expressive, but when you match them up with the contexts in which they are actually seen, the gaps are obvious as a Sunny Day.

Take the infamous example of Scorbunny and Double Kick: Double Kick doesn't trigger ANY specific creature animation at all (a flaw in and of itself), and Scorbunny's idle stance of energetically hopping in place (pretty expressive by itself) is a HORRIBLE match for it in any case.

Likewise, look at our new Pikaclone's signature move: An electric hamster wheel appears and spins in place while Morpeko performs a certain "running in place" animation, which isn't necessarily specific to this move but is cute nonetheless. However, this cute little animation doesn't loop, it just ... ends, while the hamster wheel is launched projectile-style towards the target. This isn't "bad" so much as it's just obvious the same move could be animated SO much better with relatively little work: Just establish a looping phase to Morpeko's little animation, and launch Morpeko at the target in sync with the hamster-wheel particle effects, and the move would look 3x better.
 
Last edited:
Please note: The thread is from 5 years ago.
Please take the age of this thread into consideration in writing your reply. Depending on what exactly you wanted to say, you may want to consider if it would be better to post a new thread instead.
Back
Top Bottom